Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Staff of the Woodlands (R,A)
rare
CCC-BMG-MOON12-1 Nothing Is Sacred
CCC-BMG-MOON12-1 Nothing Is Sacred
Show
Notes:
Staff of the Woodlands
Staff, rare (requires attunement by a druid)
Two snake-like branches entwined together comprise the stalk of the staff. One branch is brown and the other is bright green. On the top of the staff sprout tiny limbs with equally tiny leaves; one side red and gold and the other spring green.
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 have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Longbow +2 (R)
rare
CCC-BMG-MOON12-2 A Gift from the Queen
CCC-BMG-MOON12-2 A Gift from the Queen
Show
Notes:
Deep’s Reach (Longbow +2)
Weapon, longbow, rare
The limbs of this longbow are made from hundreds of small octopus tentacles that chaotically twist and writhe when the mother of pearl grip is held.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Bitter Wrath, frost brand rapier (VR-A)
very_rare
DDAL07-09 Unusual Opposition
Show
Notes:
Bitter Wrath, frost brand
Weapon (rapier), very rare (requires attunement)
This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away.
Wand of the War Mage +2 (R-A)
rare
CCC-ROZK-01-01 Binder's Torment
CCC-ROZK-01-01 Binder's Torment
Show
Notes:
Wand of the War Mage +2
Wand, rare (requires attunement by a spellcaster)
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
All purpose tool +3 (VR-A)
very_rare
BMG-DRWEP-OD-03 The Undead in Our Closets
BMG-DRWEP-OD-03 The Undead in Our Closets
Show
Notes:
All-Purpose Tool +3
Wondrous item, very rare (requires attunement by an artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Atlas of Endless Horizons (R-A)
rare
BMG-DRWEP-OD-03 The Undead in Our Closets
BMG-DRWEP-OD-03 The Undead in Our Closets
Show
Notes:
Atlas of Endless Horizons
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Spellguard Shield (VR-A)
very_rare
CCC-ROZK-01-03 Necromancer's Ascent
CCC-ROZK-01-03 Necromancer's Ascent
Show
Notes:
Spellguard Shield
Armor (shield), very rare (requires attunement)
This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Manual of Quickness of action (VR)
very_rare
Service Rewards
Service rewards
Show
Notes:
+2 dex
Rythm-makers Drum +3 (VR-A)
very_rare
Trade Terra/DDHC-KGV-13 Fire and Darkness
Trade Log
Show
Notes:
Rhythm-Maker's Drum +3
Wondrous item, very rare (requires attunement by a bard)
While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Ollamh Harp (L-A)
legendary
Service rewards
Service rewards
Show
Notes:
Wondrous Item, Legendary (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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.
Instruments of the Bards
Instrument Spells
All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Ollamh harp
Confusion, Control Weather, Fire Storm
Scarab of Protection (L-A)
common
Service Rewards (DDAL07-18 Turn Back the Endless Night)
Service Rewards
Show
Notes:
Wondrous Item, Legendary (Requires Attunement)
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a 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.
Spell Resistance. You have Advantage on saving throws against spells.
Studded Leather +3 (L)
legendary
Service rewards PS-DC-SS Soul & Shadow
Service rewards
Show
Plate armor +3 (L)
legendary
PS-DC-MIKE-01 Clash for the Universal Champion
PS-DC-MIKE-01 Clash for the Universal Champion
Show
Notes:
Plate, +3
Armor (plate), legendary
This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.
You have a +3 bonus to AC while wearing this armor.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
Boon of High Magic
unique
PS-DC-MIKE-01 Clash for the Universal Champion
PS-DC-MIKE-01 Clash for the Universal Champion
Show
Notes:
Boon of High Magic
Supernatural Gift (Boon)
Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery.
You gain one 9th-level spell slot, provided that you already have one..
While a boon can be given to a character that is not yet 20th level it does not take effect until they reach that level.
Ruby of the War Mage (C-A)
common
PS-DC-MIKE-01 Clash for the Universal Champion
PS-DC-MIKE-01 Clash for the Universal Champion
Show
Notes:
Ruby of the War Mage
Wondrous item, common (requires attunement by a spellcaster)
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Staff of the Woodlands (R,A) | rare | CCC-BMG-MOON12-1 Nothing Is Sacred | CCC-BMG-MOON12-1 Nothing Is Sacred | Show | ||
|
Notes:
Staff of the Woodlands Two snake-like branches entwined together comprise the stalk of the staff. One branch is brown and the other is bright green. On the top of the staff sprout tiny limbs with equally tiny leaves; one side red and gold and the other spring green. 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 have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |
||||||
| Longbow +2 (R) | rare | CCC-BMG-MOON12-2 A Gift from the Queen | CCC-BMG-MOON12-2 A Gift from the Queen | Show | ||
|
Notes:
Deep’s Reach (Longbow +2) The limbs of this longbow are made from hundreds of small octopus tentacles that chaotically twist and writhe when the mother of pearl grip is held. You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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| Bitter Wrath, frost brand rapier (VR-A) | very_rare | DDAL07-09 Unusual Opposition | Show | |||
|
Notes:
Bitter Wrath, frost brand |
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| Wand of the War Mage +2 (R-A) | rare | CCC-ROZK-01-01 Binder's Torment | CCC-ROZK-01-01 Binder's Torment | Show | ||
|
Notes:
Wand of the War Mage +2 This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
||||||
| All purpose tool +3 (VR-A) | very_rare | BMG-DRWEP-OD-03 The Undead in Our Closets | BMG-DRWEP-OD-03 The Undead in Our Closets | Show | ||
|
Notes:
All-Purpose Tool +3 This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. |
||||||
| Atlas of Endless Horizons (R-A) | rare | BMG-DRWEP-OD-03 The Undead in Our Closets | BMG-DRWEP-OD-03 The Undead in Our Closets | Show | ||
|
Notes:
Atlas of Endless Horizons This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. |
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| Spellguard Shield (VR-A) | very_rare | CCC-ROZK-01-03 Necromancer's Ascent | CCC-ROZK-01-03 Necromancer's Ascent | Show | ||
|
Notes:
Spellguard Shield This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant. While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. |
||||||
| Manual of Quickness of action (VR) | very_rare | Service Rewards | Service rewards | Show | ||
|
Notes:
+2 dex |
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| Rythm-makers Drum +3 (VR-A) | very_rare | Trade Terra/DDHC-KGV-13 Fire and Darkness | Trade Log | Show | ||
|
Notes:
Rhythm-Maker's Drum +3 While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. |
||||||
| Ollamh Harp (L-A) | legendary | Service rewards | Service rewards | Show | ||
|
Notes:
Wondrous Item, Legendary (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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. Instruments of the Bards |
||||||
| Scarab of Protection (L-A) | common | Service Rewards (DDAL07-18 Turn Back the Endless Night) | Service Rewards | Show | ||
|
Notes:
Wondrous Item, Legendary (Requires Attunement) This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a 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. Spell Resistance. You have Advantage on saving throws against spells. |
||||||
| Studded Leather +3 (L) | legendary | Service rewards PS-DC-SS Soul & Shadow | Service rewards | Show | ||
| Plate armor +3 (L) | legendary | PS-DC-MIKE-01 Clash for the Universal Champion | PS-DC-MIKE-01 Clash for the Universal Champion | Show | ||
|
Notes:
Plate, +3 This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. You have a +3 bonus to AC while wearing this armor. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. |
||||||
| Boon of High Magic | unique | PS-DC-MIKE-01 Clash for the Universal Champion | PS-DC-MIKE-01 Clash for the Universal Champion | Show | ||
|
Notes:
Boon of High Magic Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. You gain one 9th-level spell slot, provided that you already have one.. While a boon can be given to a character that is not yet 20th level it does not take effect until they reach that level. |
||||||
| Ruby of the War Mage (C-A) | common | PS-DC-MIKE-01 Clash for the Universal Champion | PS-DC-MIKE-01 Clash for the Universal Champion | Show | ||
|
Notes:
Ruby of the War Mage The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. |
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