Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Tome of Leadership and Influence (VR) very_rare CCC-ROZK-01-02 Zhentarim's Lament CCC-ROZK-01-02 Zhentarim's Lament Show
Notes:

Wondrous item, very rare
The red leather that covers this tome is embossed with a smiling man with a third eye.
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

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

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.

Naerth’s planar compass (VR) very_rare Service awards S11q1 Service award Naerth’s planar compass + 10,000 gp Show
Notes:

A tethered compass made of string, wood shavings, and dried mushrooms with a center of brass, this item spins wildly when within 60 feet of a gate or portal to another plane. This item functions as an amulet of the planes(see the Dungeon Master’s Guide).

Wondrous item, very rare (requires attunement)

While wearing this Amulet, you can use an action to name a Location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you Travel to a random destination. Roll a d100. On a 1–60, you Travel to a random Location on the plane you named. On a 61–100, you Travel to a randomly determined plane of existence.

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.

Belt of Stone Giant Strength (VR,A) very_rare DDAL-DRW-14 The City That Should Not Be DDAL-DRW-14 The City That Should Not Be Show
Notes:

Belt of Stone Giant Strength
Wondrous Item, Very Rare (Requires Attunement)

This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord.

While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.

Pennant of the Wind Rune (VR,A) very_rare DDAL05-15 Reclamation DDAL05-15 Reclamation Show
Notes:

Wondrous item, very rare (requires attunement)

This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it’s on your person.

Wind Step. As an action, you fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft.

Comforting Wind. You can’t suffocate. Wind’s Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest.

Wind Walker. While you are attuned to this rune, you can cast levitate 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 Wind. You can transfer the pennant’s magic to nonmagical item—a suit or armor, a pair of boots, or a cloak—by tracing the vind 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 pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

• Armor. The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.

• Boots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.

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

Woe (unique) unique DDAL-DRW-16 Uprising DDAL-DRW-16 Uprising Show
Notes:

Woe
Weapon (Longsword), Unique

This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally. When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.

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

If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”