Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Staff of Power (VR-A) very_rare DDAL05-19 Eye of Xxiphu DDAL05-19 Eye of Xxiphu Show
Notes:

Staff of Power
Very Rare

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

Flavour:

This great ashen staff is etched with many designs of swirling air and clouds. The staff magically resizes to fit the hand of any who carry it

Skeggox (Battleaxe +3) (VR) very_rare DDAL05-08 Durlag’s Tower DDAL05-09 Durlag’s Tomb Show
Notes:

Skeggox (Battleaxe +3)You have a +3 bonus to attack and damage rolls made with this weapon.

Weapon (battleaxe), very rare

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.

Wand of the War Mage +3 (VR,A) very_rare DDAL05-18 The Mysterious Isle DDAL05-18 The Mysterious Isle Show
Notes:

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore Half Cover when making a spell attack roll.

Manual of quickness of action (VR) very_rare Service Reward Show
Glaive +3 (VR) very_rare Rise of Tiamat, ch.2/Trade Zarana Trade Log Show
Belt of Stone Giant Strength (VR,A) very_rare Trade BladelockJoe/Fast Strike DDAL-DRW-14 The City That Should Not Be Trade Log Show
Notes:

Requires Attunement

While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.
Six varieties of this belt exist, corresponding with and having Rarity according to The Six kinds of true Giants. The belt of Stone Giant Strength and the belt of Frost Giant Strength look different, but they have the same Effect. Str 23

Tome of Understanding (VR) very_rare DDAL05-19 Eye of Xxiphu DDAL05-19 Eye of Xxiphu Show
Notes:

Tome of Understanding

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.

flavour: The cover of this iron-bound book is scribed with many swirling tentacles. A character carrying the book is always aware of eyes from a distant realm following them

Carpet of flying 60ft/400lb (VR) very_rare Service awards Service awards Show
Notes:

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.

Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly.

Blood Fury Tattoo (L,A) legendary DDAL-DRW-20 The Death of Szass Tam DDAL-DRW-20 The Death of Szass Tam Show
Notes:

Blood Fury Tattoo
Wondrous Item (Tattoo), Legendary (Requires Attunement)

When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.”

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

• When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.

• When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.

Deathshield (Defender) (L-A) legendary DDAL09-20 Where Devils Fear to Tread DDAL09-20 Where Devils Fear to Tread Show
Notes:

Deathshield (Defender)
Weapon (greatsword), legendary (requires attunement)
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide.

Scarab of protection (L,A) legendary DDAL-DRW-08 The Harrowing of Hell session DDAL-DRW-08 The Harrowing of Hell session Show
Notes:

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

Gray Robe of the Archmagi (L,A) legendary DDAL00-03 Those That Came Before DDAL00-03 Those That Came Before Show
Notes:

Gray Robe of the Archmagi
Wondrous item, legendary (requires attunement by a sorcerer, wizard, or warlock)

Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe:

If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.

You have advantage on saving throws against spells and other magical effects.

Your spell save DC and spell attack bonus each increase by 2.

The Eye of Xxiphu (L-A) legendary DDAL05-19 Eye of Xxiphu DDAL05-19 Eye of Xxiphu Show
Notes:

The Eye of Xxiphu

Wondrous item, legendary

While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat.

Scarab of Protection (L-A) legendary DDAL09-19 Fang and Claw DDAL09-19 Fang and Claw Show
Notes:

Scarab of Protection
Wondrous Item, legendary (requires attunement)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

Belt of cloud giant strength (L,A) legendary Trade Yarinda/DDAL0012-C The Soft Touch Trade Log Show
Notes:

User:Simira
DCI:6320822808
Character:Yarinda
Name:Belt of cloud giant strength (L,A)
Rarity:legendary
Location:DDAL0012-C The Soft Touch