Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Bracers of Defense (R, A)
rare
Shrine of Tamoachan
Hidden Shrine of Tamoachan (Yarinda)
Show
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.
Wings of flying (R, A)
rare
Ship
CCC-TRI-04 Birds of a Feather
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of roc wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours.
The cloak is made of well-kept roc feathers and silk thread. When activated, roc wings sprout from your back, though the wingspan is only 10 feet instead of a roc’s normal 200 foot wingspan. While smaller, the shadow they cast is of a roc’s full wingspan of 200 feet.
This item can be found in the Dungeon Master’s Guide.
Manual of Bodily Health (VR)
very_rare
Mulmaster
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
Show
Notes:
Manual of Bodily Health
Wondrous item, very rare
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner.
This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Mace of smiting (R)
rare
Nyantharu
Trade Log
Show
Notes:
DDAL07-05 Fester and Burn
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. The bonus increases to +3 when you use the mace to Attack a Construct.
When you roll a 20 on an Attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.
melee weapon (simple, mace)
Category: Items
Damage: 1d6
Damage Type: Bludgeoning
Item Rarity: Rare
Modifiers: Melee Attacks +1, Melee Damage +1
Weight: 4
You gain a +1 bonus to attack and damage Rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage,or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.
Staff of Thunder and Lightning (VR, A)
very_rare
DDHC-TYP-Tomb of Horrors
Trade Log
Show
Notes:
The character is Timur "Murmure" Muren d'Agon
Frenchy Bob # 5737
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.
Vorpal longsword (L,A)
legendary
DDAL0012-C The Soft Touch
DDAL0012-C The Soft Touch
Show
Notes:
Requires Attunement
You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, the weapon ignores Resistance to slashing damage.
When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without The Lost head. A creature is immune to this Effect if it is immune to slashing damage, doesn't have or need a head, has legendary Actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Belt of cloud giant strength (L,A)
legendary
DDAL0012-C The Soft Touch
DDAL0012-C The Soft Touch
Show
Staff of the magi (L,A)
legendary
DDAL0012-C The Soft Touch
DDAL0012-C The Soft Touch
Show
Rod of Absorption (VR, A)
very_rare
DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor)
DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor)
Show
Notes:
Rod, very rare (requires attunement)
The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist.
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Fairy Mushroom Ring (VR,A)
very_rare
Service Awards s11 q1
Service award
Show
Notes:
This delicate ring is shaped into a circle of miniature red, blue, white, and purple mushrooms, and glows with its own inner light. Whenever a charge is expended for another property, a swarm of harmless, multicolored dragonflies appear in your space and fly about for 1 minute. This item functions as if a ring of shooting stars(see the Dungeon Master’s Guide).
Ring of Shooting Stars
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.
Ring of Evasion (R, A)
rare
DDAL-DRW-16 Uprising
DDAL-DRW-16 Uprising
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead.
Tome of Understanding (VR)
very_rare
Trade Character - Ushiwakamaru/Eye of Xxiphu
Trade Log
Show
Notes:
Tome Of Understanding
Item Rarity: Very Rare
This book contains intuition and Insight 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Carpet of Flying 60ft/400lb (VR)
very_rare
Service awards
Service awards
Show
Notes:
Carpet of Flying
Wondrous item, very rare
You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Manual of Quickness of action (VR)
very_rare
Service Awards 12C
Show
Cloak of Invisibility (L,A)
legendary
Service awards 12C
Service awards 12 C
Show
Notes:
Source: Dungeon Master's Guide
Wondrous item, legendary (requires attunement)
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours, the cloak goes unused, it regains 1 hour of duration.
Tome of the Stilled Tongue (L,A)
legendary
DDAL00-02f The Definition of Heroism (Lost Tales of Myth Drannor)
DDAL00-02f The Definition of Heroism (Lost Tales of Myth Drannor)
Show
Ollamh Harp (L.A)
legendary
DDAL00-12d Infernal Encounters: The Devil's Song
DDAL00-12d Infernal Encounters: The Devil's Song
Show
Notes:
Ollamh Harp
Wondrous item, legendary (requires attunement by a bard)
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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 its spells. 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.
Spells: Fly, invisibility, levitate, protection from evil and good, confusion, control weather, fire storm.
Vorpal Longsword (L,A)
legendary
DDAL00-12d Infernal Encounters: The Devil's Song
DDAL00-12d Infernal Encounters: The Devil's Song
Show
Notes:
Vorpal Longsword
Weapon (Longsword), legendary
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Staff of the Magi (L,A)
legendary
DDAL00-12d Infernal Encounters: The Devil's Song
DDAL00-12d Infernal Encounters: The Devil's Song
Show
Notes:
Staff of the Magi
Staff, legendary (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 you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
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 × 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
Damage: 1d6+2 (1d8+2)
Damage Type: Bludgeoning
Properties: Versatile
Weight: 4
Belt of Cloud Giant Strength (L,A)
legendary
DDAL00-12d Infernal Encounters: The Devil's Song
DDAL00-12d Infernal Encounters: The Devil's Song
Show
Notes:
Belt Of Cloud Giant Strength
Wondrous item, legendary (requires attunement)
While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Bracers of Defense (R, A) | rare | Shrine of Tamoachan | Hidden Shrine of Tamoachan (Yarinda) | 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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Wings of flying (R, A) | rare | Ship | CCC-TRI-04 Birds of a Feather | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Manual of Bodily Health (VR) | very_rare | Mulmaster | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | Show | ||
Notes:
Manual of Bodily Health This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Mace of smiting (R) | rare | Nyantharu | Trade Log | Show | ||
Notes:
DDAL07-05 Fester and Burn When you roll a 20 on an Attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed. melee weapon (simple, mace) You gain a +1 bonus to attack and damage Rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage,or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks. |
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Staff of Thunder and Lightning (VR, A) | very_rare | DDHC-TYP-Tomb of Horrors | Trade Log | Show | ||
Notes:
The character is Timur "Murmure" Muren d'Agon |
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Vorpal longsword (L,A) | legendary | DDAL0012-C The Soft Touch | DDAL0012-C The Soft Touch | Show | ||
Notes:
Requires Attunement You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, the weapon ignores Resistance to slashing damage. When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without The Lost head. A creature is immune to this Effect if it is immune to slashing damage, doesn't have or need a head, has legendary Actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. |
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Belt of cloud giant strength (L,A) | legendary | DDAL0012-C The Soft Touch | DDAL0012-C The Soft Touch | Show | ||
Staff of the magi (L,A) | legendary | DDAL0012-C The Soft Touch | DDAL0012-C The Soft Touch | Show | ||
Rod of Absorption (VR, A) | very_rare | DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor) | DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor) | Show | ||
Notes:
Rod, very rare (requires attunement) The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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Fairy Mushroom Ring (VR,A) | very_rare | Service Awards s11 q1 | Service award | Show | ||
Notes:
This delicate ring is shaped into a circle of miniature red, blue, white, and purple mushrooms, and glows with its own inner light. Whenever a charge is expended for another property, a swarm of harmless, multicolored dragonflies appear in your space and fly about for 1 minute. This item functions as if a ring of shooting stars(see the Dungeon Master’s Guide). Ring of Shooting Stars 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 |
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Ring of Evasion (R, A) | rare | DDAL-DRW-16 Uprising | DDAL-DRW-16 Uprising | Show | ||
Notes:
Ring, rare (requires attunement) This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed on that saving throw instead. |
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Tome of Understanding (VR) | very_rare | Trade Character - Ushiwakamaru/Eye of Xxiphu | Trade Log | Show | ||
Notes:
Tome Of Understanding This book contains intuition and Insight 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Carpet of Flying 60ft/400lb (VR) | very_rare | Service awards | Service awards | Show | ||
Notes:
Carpet of Flying You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. |
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Manual of Quickness of action (VR) | very_rare | Service Awards 12C | Show | |||
Cloak of Invisibility (L,A) | legendary | Service awards 12C | Service awards 12 C | Show | ||
Notes:
Source: Dungeon Master's Guide Wondrous item, legendary (requires attunement) While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours, the cloak goes unused, it regains 1 hour of duration. |
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Tome of the Stilled Tongue (L,A) | legendary | DDAL00-02f The Definition of Heroism (Lost Tales of Myth Drannor) | DDAL00-02f The Definition of Heroism (Lost Tales of Myth Drannor) | Show | ||
Ollamh Harp (L.A) | legendary | DDAL00-12d Infernal Encounters: The Devil's Song | DDAL00-12d Infernal Encounters: The Devil's Song | Show | ||
Notes:
Ollamh Harp 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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 its spells. 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. Spells: Fly, invisibility, levitate, protection from evil and good, confusion, control weather, fire storm. |
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Vorpal Longsword (L,A) | legendary | DDAL00-12d Infernal Encounters: The Devil's Song | DDAL00-12d Infernal Encounters: The Devil's Song | Show | ||
Notes:
Vorpal Longsword You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. |
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Staff of the Magi (L,A) | legendary | DDAL00-12d Infernal Encounters: The Devil's Song | DDAL00-12d Infernal Encounters: The Devil's Song | Show | ||
Notes:
Staff of the Magi This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. 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 × 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 Damage: 1d6+2 (1d8+2) |
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Belt of Cloud Giant Strength (L,A) | legendary | DDAL00-12d Infernal Encounters: The Devil's Song | DDAL00-12d Infernal Encounters: The Devil's Song | Show | ||
Notes:
Belt Of Cloud Giant Strength While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. |