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.
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.
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.
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.
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.
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.
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
Manual of Bodily Health (con) (VR)
very_rare
Trade/CoS ch4
Trade Log
Show
Notes:
Player Name: Nadie Esteban
Character Name: Adelaide Ratchet
Source: CoS Ch. 4 - Ravenloft
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.
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
Dragon's Gullet/Bag of devouring (VR)
very_rare
CCC-SEA-01-03 Stargazing the Albatross
CCC-SEA-01-03 Stargazing the Albatross
Show
Notes:
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.
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.
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.
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.
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
Tyr's Justice (Gs +2, Init +2)(R)
rare
CCC-GHC-08 Death In The Ruins
Trade Log
Show
Notes:
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren't incapacitated.
From 1340 to 1385 DR, Lord Mattus Althorin ruled a small fiefdom in the Border Kingdoms near the Lake of Steam. Lord Althorin ran his council and maintained peacein his lands with the assistance of the Knights of the Holy Judgement, an order of paladins who emphasize the "lawful" part of their dedication to Tyr. To dispense Tyr's most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed "Tyr's Justice". During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headman's sword as their own. When the Spellplague ravaged Toril in the Year of Blue Fire, the Border Kingdoms devolved into a lawless frontier of outlaws and would-be rulers, and the sword was lost for nearly a century. It later resurfaced in the Moonsea region. Other than the balanced scales of Try's holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorin's predominant belief: "Justice is not pretentious or vain. It is simple and true, and the right of every man, woman, and child, no matter how rich, poor, educated, or ignorant they may be."
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.
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 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.
Spells Raulothim’s Psychic Lance 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. |
||||||
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. |
||||||
Deathshield (Defender) (L-A) | legendary | DDAL09-20 Where Devils Fear to Tread | DDAL09-20 Where Devils Fear to Tread | Show | ||
Notes:
Deathshield (Defender) 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 You have advantage on saving throws against spells. |
||||||
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 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. |
||||||
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. |
||||||
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 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. |
||||||
Staff of Power (VR-A) | very_rare | DDAL05-19 Eye of Xxiphu | DDAL05-19 Eye of Xxiphu | 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 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 |
||||||
Manual of Bodily Health (con) (VR) | very_rare | Trade/CoS ch4 | Trade Log | Show | ||
Notes:
Player Name: Nadie Esteban |
||||||
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. |
||||||
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. |
||||||
Dragon's Gullet/Bag of devouring (VR) | very_rare | CCC-SEA-01-03 Stargazing the Albatross | CCC-SEA-01-03 Stargazing the Albatross | Show | ||
Notes:
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 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. |
||||||
Sapphire Buckler (VR,A) | very_rare | DDAL-DRW-19 Fall the Cold Night | DDAL-DRW-19 Fall the Cold Night | Show | ||
Notes:
Sapphire Buckler 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. |
||||||
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. |
||||||
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. |
||||||
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 |
||||||
Tyr's Justice (Gs +2, Init +2)(R) | rare | CCC-GHC-08 Death In The Ruins | Trade Log | Show | ||
Notes:
You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren't incapacitated. From 1340 to 1385 DR, Lord Mattus Althorin ruled a small fiefdom in the Border Kingdoms near the Lake of Steam. Lord Althorin ran his council and maintained peacein his lands with the assistance of the Knights of the Holy Judgement, an order of paladins who emphasize the "lawful" part of their dedication to Tyr. To dispense Tyr's most brutal judgements, Lord Althorin commissioned the creation of a magical greatsword, which he dubbed "Tyr's Justice". During his rule, several different paladins belonging to the Order of the Knights of Holy Judgement claimed the headman's sword as their own. When the Spellplague ravaged Toril in the Year of Blue Fire, the Border Kingdoms devolved into a lawless frontier of outlaws and would-be rulers, and the sword was lost for nearly a century. It later resurfaced in the Moonsea region. Other than the balanced scales of Try's holy symbol etched into its blade, the sword is intentionally simple in appearance, mirroring Lord Althorin's predominant belief: "Justice is not pretentious or vain. It is simple and true, and the right of every man, woman, and child, no matter how rich, poor, educated, or ignorant they may be." |
||||||
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. |