Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Ioun stone of protection (R, A) rare Trade (snooze) Trade Log Show
Notes:

Ioun stone of protection (R, A)
Requires Attunement
Gorin, trade from snooze

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.

Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.

Mantle of Spell resistance (R, A) rare Trade Eric Buado/Halogi/Smoke in Stacks Trade Log Show
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Requires Attunement
You have advantage on Saving Throws against Spells while you wear this cloak.

Manual of Bodily Health (con) (VR) very_rare Trade/CoS ch4 Trade Log Show
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Player Name: Nadie Esteban
Character Name: Adelaide Ratchet
Source: CoS Ch. 4 - Ravenloft

Splint armor +1 (R) rare Trade BladelockJoe/Primus Trade Log Show
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+1 to AC

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
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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

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.

Winged Boots (U,A) uncommon Service Award Trade Log Show
Notes:

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.

These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots(see the Dungeon Master’s Guide).

Glaive +3 (VR) very_rare Rise of Tiamat, ch.2/Trade Zarana Trade Log Show
Necklace of Fireball (R) rare Pax Bona: Rime of the Frostmaiden Chapter 7 Doom of Ythryn Trade Log Show
Notes:

This necklace has 1d6 + 3 (6) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level Fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the Fireball by 1 for each bead beyond the first.

Necklace of Fireball (R) rare Gobug: Icewind Dale, Rime of the Frostmaiden Trade Log Show
Notes:

This necklace has 1d6 + 3 (6) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level Fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the Fireball by 1 for each bead beyond the first.

Goggles of Night (U) uncommon Deives M DCI 9319670174, Character: Maximillién Mordiérre, DDHC-TYP White Plume Mountain Trade Log Show
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While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

Trade from Max/aultsider

Bracers of Defence +2 (att) rare DDHC-TYP Tales from the Yawning Portal - Dead in Thay Trade Log Show
Notes:

Kasper Knutzen #8318763608
Character: Sheridan

Traded in CCC-GARY-07 The Mirror Cities of Gulthias

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.

Sapphire Buckler (VR,A) very_rare DDAL-DRW-19 Fall the Cold Night DDAL-DRW-19 Fall the Cold Night Show
Notes:

Sapphire Buckler
Armor (Shield), Very Rare (Requires Attunement)

This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir.

This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.

Ascendant Gem Dragon-Touched Focus (L,A) legendary DDAL-DRW-19 Fall the Cold Night DDAL-DRW-19 Fall the Cold Night Show
Notes:

Ascendant Gem Dragon-Touched Focus
Wondrous Item, Legendary (Requires Attunement by a Spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales. Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power.

You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.

While you are holding the focus, you can use it to cast the following spells: Rary’s telepathic bond, Raulothim’s psychic lance.* Once the item is used to cast a spell, it can’t be used to cast that spell again until the next dawn.

When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.

  • This spell originally appeared in Fizban’s Treasury of Dragons and is included below for convenience.

Spells

Raulothim’s Psychic Lance
4th-Level Enchantment
Casting Time: 1 action
Range: 120 feet
Components: V
Duration: Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

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.

Rod of the Pact Keeper +2 (R-A) rare DDAL09-20 Where Devils Fear to Tread DDAL09-20 Where Devils Fear to Tread Show
Notes:

Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)
This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

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 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.

Shield +2 (R) rare DDAL09-19 Fang and Claw DDAL09-19 Fang and Claw Show
Notes:

Shield +2
Armor (shield), rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
A shield is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.