Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Tankard of Sobriety
common
Character Creation
Show
Notes:
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Headband of intellect
uncommon
Trade Log
Show
Notes:
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.
Bracers of Defense
rare
g
Trade Log
Show
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Found On: Magic Item Table G
Thayvian Mantle of Spell Resistance
rare
G
CCC-ST2-1 Red War: Embassy of Evil
Show
Notes:
You have advantage on saving throws against spells while you wear this cloak.
This crimson cloak is embroidered with golden sigils of Thay. When the wearer of this cloak is presented with an opportunity to act in a selfish or malevolent way, this item heightens the bearer’s urge to do so.
Staff of Power
very_rare
Trade Log
Show
Notes:
** Staff of Power**
Requires Attunement by a Sorcerer, Warlock, or Wizard
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 gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.
The staff has 20 Charges for the following properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 Charges.
Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.
You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin — Damage:
10 ft. away or closer — 8 x the number of Charges in the staff
11 to 20 ft. away — 6 x the number of Charges in the staff
21 to 30 ft. away — 4 x the number of Charges in the staff
Staff of Frost
very_rare
Trade Log
Show
Saddle of the Cavalier
uncommon
CCC-HERO-BK2-01 Riders of the Storm
C
CCC-HERO-BK2-01 Riders of the Storm
Show
Notes:
Saddle of the Cavalier
Wondrous item, uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
This item can be found in the Dungeon Master’s Guide on Table C
Staff of healing
rare
Trade Log
Show
Notes:
Driftwood Staff (Staff of Healing)
Staff, rare (requires attunement by a bard, cleric, or druid)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
Warden, Spellguard Shield Shield
very_rare
CCC-ODFC01-03 - Elders' Eyes Upon You
Show
Notes:
Warden, Spellguard Shield Shield,
very rare, requires attunement
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Created by Brinora for her lover, and later husband, Richard, this shield is made of multicolored glass. While it appears fragile, it is just as strong as a regular shield. Although the picture that was initially formed was Brinora’s arcane sigil, the pattern rearranges appropriately for the wielder, forming a holy symbol or other simple image of great meaning
Greatsword + 3
very_rare
DDEX3-4 It’s All in the Blood
Show
Notes:
Greatsword + 3
Very Rare
This greatsword's blade is fashioned from obsidian. Carved into it are dwarven battle chants. It smolders and radiates heat whenever it strikes a giant.
Reference the Dungeon Master’s Guide for this item’s description.
Ioun Stone of Regeneration
legendary
DDEX3-4 It’s All in the Blood
Show
Notes:
Ioun Stone of Regeneration
Wondrous item, legendary (requires attunement)
This ioun stone is a pearly white spindle that orbits around your head when activated. A description of this item can be found in the Dungeon Master’s Guide.
You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
+1 Dragonhide Belt
common
Level 5 Magic Item
Show
Notes:
+1 Dragonhide Belt
FTD
p23
Wondrous item, uncommon (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
Discord
unique
DDAL-DRW15 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
very_rare
DDAL-DRW15 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.
Tome of Understanding
very_rare
DM-Log
Show
Manual of Action and Quickness
very_rare
DM-Log
Show
Insigina of Claws
rare
DM-Log
Show
Staff of Thunder and Lightning
very_rare
DDAL05-8 Durlag’sTower
Show
Notes:
Requires Attunement
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn.
Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap: You can use an action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened.
Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one.
Quasit Essence
unique
DDAL05-8 Durlag’sTower
Show
Notes:
Optional rule, unique (requires attunement by a warlock with a quasit familiar)
The quasit K’nap, long trapped in Durlag’s Tower with the obese and foul nalfeshnee Schvalt, demonstrated a greater-than-average ability to perform autonomous actions. You have retained a bit of his fleeting essence, and may choose to bolster your own quasit familiar using a powerful ritual that requires the destruction of a powerful magic item. If you perform this ritual (see sidebar, below), your quasit familiar grants you access to the Variant: Quasit Familiar rule from the Monster Manual.
Quasit Familiar Ritual
If you defeated K’nap, you gain access to a special ritual. By spending five downtime days destroying the staff of thunder and lightning and mixing its arcane components with the essence of the quasit, you gain access to the Variant: Quasit Familiar rule as described on page 63 of the Monster Manual. Gaining the benefit of this variant rule uses one of your attunement slots. In addition, the destroyed staff permanently counts against the number of permanent magic items you possess, and can’t be traded—even if you later forfeit the benefit of this ritual. If you ever choose to “unattune” from the benefit of this ritual, the attunement slot is once more available, but the staff of thunder and lightning and the benefit of the ritual fueled by its destruction are forever lost, never to be reclaimed.
Skeggöx
very_rare
DDAL05-9 Durlag’s Tomb
Show
Notes:
Weapon (battleaxe), very rare
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This item can be found in the Dungeon Master’s Guide.
This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Tankard of Sobriety | common | Character Creation | Show | |||
Notes:
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. |
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Headband of intellect | uncommon | Trade Log | Show | |||
Notes:
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. |
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Bracers of Defense | rare | g | Trade Log | Show | ||
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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Thayvian Mantle of Spell Resistance | rare | G | CCC-ST2-1 Red War: Embassy of Evil | Show | ||
Notes:
You have advantage on saving throws against spells while you wear this cloak. This crimson cloak is embroidered with golden sigils of Thay. When the wearer of this cloak is presented with an opportunity to act in a selfish or malevolent way, this item heightens the bearer’s urge to do so. |
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Staff of Power | very_rare | Trade Log | Show | |||
Notes:
** Staff of Power** 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 gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls. The staff has 20 Charges for the following properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 Charges. Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it. You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin — Damage: 10 ft. away or closer — 8 x the number of Charges in the staff 11 to 20 ft. away — 6 x the number of Charges in the staff 21 to 30 ft. away — 4 x the number of Charges in the staff |
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Staff of Frost | very_rare | Trade Log | Show | |||
Saddle of the Cavalier | uncommon | CCC-HERO-BK2-01 Riders of the Storm | C | CCC-HERO-BK2-01 Riders of the Storm | Show | |
Notes:
Saddle of the Cavalier |
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Staff of healing | rare | Trade Log | Show | |||
Notes:
Driftwood Staff (Staff of Healing) |
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Warden, Spellguard Shield Shield | very_rare | CCC-ODFC01-03 - Elders' Eyes Upon You | Show | |||
Notes:
Warden, Spellguard Shield Shield, While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. Created by Brinora for her lover, and later husband, Richard, this shield is made of multicolored glass. While it appears fragile, it is just as strong as a regular shield. Although the picture that was initially formed was Brinora’s arcane sigil, the pattern rearranges appropriately for the wielder, forming a holy symbol or other simple image of great meaning |
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Greatsword + 3 | very_rare | DDEX3-4 It’s All in the Blood | Show | |||
Notes:
Greatsword + 3 Reference the Dungeon Master’s Guide for this item’s description. |
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Ioun Stone of Regeneration | legendary | DDEX3-4 It’s All in the Blood | Show | |||
Notes:
Ioun Stone of Regeneration |
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+1 Dragonhide Belt | common | Level 5 Magic Item | Show | |||
Notes:
+1 Dragonhide Belt |
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Discord | unique | DDAL-DRW15 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 |
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Ring of Regeneration | very_rare | DDAL-DRW15 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. |
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Tome of Understanding | very_rare | DM-Log | Show | |||
Manual of Action and Quickness | very_rare | DM-Log | Show | |||
Insigina of Claws | rare | DM-Log | Show | |||
Staff of Thunder and Lightning | very_rare | DDAL05-8 Durlag’sTower | Show | |||
Notes:
Requires Attunement This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn. Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap: You can use an action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened. Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one. |
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Quasit Essence | unique | DDAL05-8 Durlag’sTower | Show | |||
Notes:
Optional rule, unique (requires attunement by a warlock with a quasit familiar) The quasit K’nap, long trapped in Durlag’s Tower with the obese and foul nalfeshnee Schvalt, demonstrated a greater-than-average ability to perform autonomous actions. You have retained a bit of his fleeting essence, and may choose to bolster your own quasit familiar using a powerful ritual that requires the destruction of a powerful magic item. If you perform this ritual (see sidebar, below), your quasit familiar grants you access to the Variant: Quasit Familiar rule from the Monster Manual. Quasit Familiar Ritual If you defeated K’nap, you gain access to a special ritual. By spending five downtime days destroying the staff of thunder and lightning and mixing its arcane components with the essence of the quasit, you gain access to the Variant: Quasit Familiar rule as described on page 63 of the Monster Manual. Gaining the benefit of this variant rule uses one of your attunement slots. In addition, the destroyed staff permanently counts against the number of permanent magic items you possess, and can’t be traded—even if you later forfeit the benefit of this ritual. If you ever choose to “unattune” from the benefit of this ritual, the attunement slot is once more available, but the staff of thunder and lightning and the benefit of the ritual fueled by its destruction are forever lost, never to be reclaimed. |
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Skeggöx | very_rare | DDAL05-9 Durlag’s Tomb | Show | |||
Notes:
Weapon (battleaxe), very rare You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This item can be found in the Dungeon Master’s Guide. This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn. |