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Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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
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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
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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.

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
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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.

Bitter Wrath, frost brand rapier (VR-A) very_rare DDAL07-09 Unusual Opposition Show
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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.

Bracers of Defense (R,A) rare DDAL-DRW-14 The City That Should Not Be DDAL-DRW-14 The City That Should Not Be Show
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Bracers of Defense
Wondrous Item, Rare (Requires Attunement)

These steel bracers make a slight humming while worn.

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Cloak of displacement (R,A) rare A dish best served cold (Verrin) Trade Log Show
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Wondrous Item, rare (requires attunement) (Table G)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide.

This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

Dragon's Lullaby uncommon Trade Log Show
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Dragons Lullaby (Instrument of the Bards-Mac-Fuirmidht Cittern

Wondrous Item, uncommon (requires attunement by a bard)

This cittern is pure, pearly white. A light blue, cloud like design of Shou origin is engraved on the intrument's body. When used to cast a spell, tiny pink flower petals swirl around the caster's body as it gets blown away by a farmless gust of wind. The petals' movement matches the tempo of the song being played.
Due to its magical nature, the cittern is unbreakable and while in possession of the instrument, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creature frolic in the item’s presence.
The bearer can use an action to play the instrument and 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 the bearer’s spellcasting ability and spell save DC.
When the bearer uses the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether the bearer is using the instrument as the source of the spell or as a spellcasting focus.
Spells
Barkskin
Cure Wounds
Fly
Fog Cloud
Invisibility
Levitate
Protection from Evil and Good

Figurine of Wondrous power, Ivory goat rare Tomb of Horrors Trade Log Show
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Ivory Goats. (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their Properties are as follows:

The goat of traveling can become a Large goat with the same Statistics as a Riding Horse. It has 24 Charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has Charges, you can use it as often as you wish. When it runs out of Charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its Charges.

The goat of travail becomes a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.

The goat of terror becomes a Giant Goat for up to 3 hours. The goat can’t Attack, but you can remove its horns and use them as Weapons. One horn becomes a +1 lance, and the other becomes a +2 Longsword. Removing a horn requires an action, and the Weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature Hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be Frightened of the goat for 1 minute, or until the goat reverts to figurine form. The Frightened creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. Once it successfully saves against the Effect, a creature is immune to the goat’s aura for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.

Glamored studded leather armor (R) rare DMG Service Award Show
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Armor (studded leather), rare

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus Action to speak the armor’s Command word and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory Appearance lasts until you use this property again or remove the armor.

AC: 12
Category: Items
Item Rarity: rare
Modifiers: AC +1
Weight: 13

Hag's Clawblade vicious rapier (R) rare Service award Service award Show
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Hag’s Clawblade
This rapier has a malachite blade and bears jagged, claw-like protrusions along its length. Its hilt changes its appearance each dusk, which has no effect on its other properties. This item functions as a vicious weapon (rapier) (see the Dungeon Master’s Guide).

When you roll a 20 with this Magic Weapon, the target takes an extra 2d6 piercing damage.

Harengon's Freedom (VR) very_rare Trade Rees/ Gwynevyre, DM reward Trade Log Show
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The hilt of this shortsword is decorated with images of frolicking harengon and the blade is constructed of a
shimmering dark purple crystal. When wielded, you gain a +2 bonus to initiative if you’re not incapacitated.
This item functions as a +3 weapon (shortsword) (see the Dungeon Master’s Guide).

Instrument of the bards, Anstruth harp (VR,A) very_rare DDAL FR SA - 11.A/trade Trade Log Show
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Wondrous item, rarity varies (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 use an action to play the instrument and 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.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns

Traded via Sofus
Character : Gon, du clan Lacoste
Player : Frenchy Bob

Instrument of the Bards (Anstruth Harp) (VR,A) very_rare DDAL-DRW-18 Against the Machine DDAL-DRW-18 Against the Machine Show
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Instrument of the Bards (Anstruth Harp)
Wondrous Item, Very Rare (Requires Attunement by a Bard)

The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. 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 use an action to play the instrument and cast one of the following spells: control weather, cure wounds (5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. 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.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Ioun Stone of Intellect (VR,A) very_rare DDAL-DRW-17 Expedition to the Supreme Forge DDAL-DRW-17 Expedition to the Supreme Forge Show
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Ioun Stone of Intellect
Wondrous Item, Very Rare (Requires Attunement)

This translucent green stone came from the Far Realm.

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.

Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Longbow +2 (R) rare CCC-BMG-MOON12-2 A Gift from the Queen CCC-BMG-MOON12-2 A Gift from the Queen Show
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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.

Manual of Quickness of action (VR) very_rare Service Rewards Service rewards Show
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+2 dex

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

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

Portable Hole (R) rare DDAL-DRW-17 Expedition to the Supreme Forge DDAL-DRW-17 Expedition to the Supreme Forge Show
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Portable Hole
Wondrous Item, Rare

The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.

Ring of Regeneration (VR,A) very_rare DDAL-DRW-15 Frozen Whispers DDAL-DRW-15 Frozen Whispers Show
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Ring, Very Rare (Requires Attunement)

This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.

Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.