Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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.

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

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.

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

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.

Chest of Preserving common DC-PoA-CONMAR-16 Iceberg Dead Ahead DC-PoA-CONMAR-16 Iceberg Dead Ahead Show
Notes:

Chest of Preserving
Wondrous Item, Common

This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.

The chest strangely smells of cabbages.

Cloak of many fashions (C) common CCC-SEA-01-03 Stargazing the Albatross CCC-SEA-01-03 Stargazing the Albatross Show
Notes:

Wondrous item, Common

By default this Cloak of Many Fashions bears the words, “Dr. Jubal’s Carnival! Coming Soon to …”
followed by the city Dr. Jubal’s carnival is expcted to visit in a tenday. Dr. Jubal sometimes gets delayed or erratically changes his mind, so the advertisement is accurate 75% of the time. In addition, the wearer always feels confident, as if all eyes are on them. This cloak can be worn over other cloaks.

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change.

Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

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.

Dragon's Gullet/Bag of devouring (VR) very_rare CCC-SEA-01-03 Stargazing the Albatross CCC-SEA-01-03 Stargazing the Albatross Show
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Wondrous item, Very Rare

This Bag of Devouring is linked to the stomach of an ancient white dragon. Cold air flows from this bag when it is open. A harmless 5 ft radius wave of frigid sea water splashes out of the bag whenever a creature is pulled in. Turning the bag inside out closes the orifice.

The dragon attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter
placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into Avernus, the first layer of the Nine Hells. The DM determines the time.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Glaive +3 (VR) very_rare Rise of Tiamat, ch.2/Trade Zarana Trade Log Show
Goggles of Night (U) uncommon Deives M DCI 9319670174, Character: Maximillién Mordiérre, DDHC-TYP White Plume Mountain Trade Log Show
Notes:

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

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.

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

Manual of quickness of action (VR) very_rare Service Reward Show
Moontouched greatsword common Blue Alley Trade Log Show
Notes:

Weapon (greatsword), Common

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.

Moon-Touched Sword
equipment (wondrous item, sword)
Category: Items
Item Rarity: Common
Properties: All sword types. 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.

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.

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.

Orb of the stein rune (R,A) rare DDAL05-14 Reeducation DDAL05-14 Reeducation Show
Notes:

This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is one your person.

Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.

Stone Soul. You can’t be petrified.

Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.

Gift of Stone. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.

Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.