Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Dagger of Venom (R) rare DDAL04-11 The Donjon DDAL04-11 The Donjon Show
Notes:

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Rod of Rulership (R-A) rare Dungeon of the Mad Mage floor 8 T2 Dungeon of the Mad Mage floor 8 T2 Show
Notes:

Rod of Rulership
Rod, rare (requires attunement)

You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.

Sun Blade (R-A) rare Dungeon of the Mad Mage floor 18 Dungeon of the Mad Mage floor 18 Show
Notes:

Weapon (Longsword), Rare (Requires Attunement)

This item appears to be a sword hilt.

Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.

You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.

Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Cloak of the bat (R-A) rare Dungeon of the Mad Mage floor 18 Dungeon of the Mad Mage floor 18, session 50 (Lyria) Show
Notes:

Wondrous Item, Rare (Requires Attunement)

While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.

While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.

Dagger of Venom (R) rare Dungeon of the Mad Mage T3 Dungeon of the Mad Mage T3 Show
Notes:

Dagger of Venom
Weapon (dagger), rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.

Wand of Binding (R, A) rare DDAL04-10 The Artifact DDAL04-10 The Artifact Show
Notes:

Wand of Binding
Requires Attunement by a Spellcaster

This wand has 7 Charges for the following Properties. It regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spells: While holding the wand, you can use an action to expend some of its Charges to cast one of the following Spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges).

Assisted Escape: While holding the wand, you can use your Reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to Escape a grapple.

Dodecahedron of Doom (R) rare Dungeon of the Mad Mage floor 13, session 37 Dungeon of the Mad Mage floor 13, session 37 Show
Notes:

Dodecahedron of Doom
Wondrous item, rare

A rare wondrous item, this twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.

The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect:

d12 Effect
1-2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one.
3-4 The dodecahedron casts light on itself. The effect lasts until a creature touches the die.
5-6 The dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn’t have total cover against the attack.
7-8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9-10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes.
11-12 The next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour.

Amulet of the Devout +2 (R,A) rare Trade Inka Trade Log Show
Ring of Free Action (R,A) rare DDAL09-10 Tipping the Scales DDAL09-10 Tipping the Scales Show
Notes:

This ring is fashioned from a single piece of bone-white chalk. While worn, the wearer feels fleeting pangs of nausea when around food or other situations where strong odors are present.

While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

Ioun Stone of Protection (R,A) rare Trade Daeran Windheart/DDEP06-02 Return to White Plume Trade Log Show
Notes:

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. You gain a +1 bonus to AC while this dusty rose prism orbits your head.

Death's Head (Mace of Disruption) (R,A) rare CCC-GHC-BK1-02 The Tithes That Bind/Trade Talina Trade Log Show
Notes:

Weapon (mace), rare (requires attunement)

When you hit a fiend or an Undead with this Magic Weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Special: This item has the harmonious minor property. Attuning to it takes only 1 minute.

Dwarven Thrower (VR-A) very_rare Dungeon of the Mad Mage floor 15 Dungeon of the Mad Mage floor 15 Show
Notes:

Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.

Manual of Gainful Exercise (VR) very_rare Dungeon of the Mad Mage floor 16-17 Dungeon of the Mad Mage floor 16-17 Show
Notes:

Wondrous item, very rare
This book describes fitness 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 guide-lines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Sapphire Buckler (VR,A) very_rare Service Rewards Show
Notes:

Armor (shield), very rare (requires attunement)

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.

Tome of Clear Thought (VR) very_rare Dungeon of the Mad Mage floor 16-17 Dungeon of the Mad Mage floor 16-17 Show
Notes:

Wondrous item, very rare
This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.