Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Chultan midwinter candle (of deep) (C)
common
Winter festival
DDAL00-04 Winter's Flame
Show
Notes:
Wondrous item, common
A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon. It cannot be extinguished unless it is clipped from the wick and gives light and heat as a normal candle would. This item can be found in Xanathar’s Guide to Everything
Ring of Evasion Ring (R,A)
rare
Trade/Miranda/DDAL-DRW-16 Uprising
Trade Log
Show
Notes:
Ring of Evasion Ring, Rare (Requires Attunement) Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Driftglobe (U)
uncommon
Trade/CM
Trade Log
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Wand of detection (U)
uncommon
Sokol Keep
DDEX01-02 Secrets of Sokol Keep
Show
Notes:
This wand has 3 Charges. While holding it, you can expend 1 charge as an action to cast the Detect Magic spell from it. The wand regains 1d3 expended Charges daily at dawn.
Attributes
adventuring gear (wand)
Category: Items
Item Rarity: Uncommon
Weight: 1
Atlas of Endless Horizons (R,A)
rare
PO-BK2-02 Some Assembly Required
PO-BK2-02 Some Assembly Required
Show
Notes:
wondrous item, rare (requires attunement by a wizard), ,
Value/Weight: 3 lb.
Details:
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.
Moon-Touched Longsword (C)
common
PO-BK2-02 Some Assembly Required
PO-BK2-02 Some Assembly Required
Show
Notes:
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Crystal Scimitar (R,A)
rare
PO-BK2-01 The Thayan Connection
PO-BK2-01 The Thayan Connection
Show
Notes:
This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
Bracers of Defense (R,A)
rare
DRW-14 The City That Should Not Be/trade
Trade Log
Show
Notes:
Name: Scott Powell
DCI: 1319697778
Character: El'Lyn
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield
Staff of the Woodlands (R,A)
rare
DDEP07-01 Peril at the Port, dinosaur pens
DDEP07-01 Peril at the Port
Show
Notes:
Staff, rare (requires attunement by a druid)
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.
Wand of Winter (R,A)
rare
DDAL-DRW-12 To Walk the Cold Dark
DDAL-DRW-12 To Walk the Cold Dark
Show
Notes:
Wand of Winter
Wand, rare (requires attunement)
This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.
This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges).
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Casting Cantrips from Magic Items
Spells, including cantrips, cast from a magic item are cast at their lowest possible level unless the item states otherwise. A cantrip’s spell level is always 0, and if cast from an item, it doesn’t improve based on the user’s character level.
The wand of winter offers the ability to cast two versions of ray of frost. If ray of frost is cast without expending a charge, it’s the same as if a 1st-level character had cast it. If a charge is expended, it’s as if a 5th-level character had cast it—the damage increases to 2d8, but the spell’s level is still 0.
Mantle of Spell Resistance (R,A)
rare
DDAL-DRW-11 Shadows in the Stacks
DDAL-DRW-11 Shadows in the Stacks
Show
Notes:
Mantle of Spell Resistance
Wondrous item, rare (requires attunement)
This cloak is wrought from cloth as dark as a starless night sky.
You have advantage on saving throws against spells whileyou wear this cloak.
Ring of X-ray vision (R,A)
common
DDAL-DRW-10 Unsafe Harborage
DDAL-DRW-10 Unsafe Harborage
Show
Notes:
Ring of X-ray Vision
Ring, rare (requires attunement)
This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.”
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
Staff of the Woodlands (R,A)
rare
DDAL07-08 Putting the Dead to Rest
DDAL07-08 Putting the Dead to Rest
Show
Notes:
Staff, rare (requires attunement by a druid)
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.
Flavour
This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches— complete with tiny, string bridges connecting tiny, straw houses.
Rope of entanglement (R)
rare
DDAL07-07 Rotting Roots
DDAL07-07 Rotting Roots
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
flavour:
This rope is fashioned from a 30-foot length of wilted, thorny vine. Upon entangling a creature that isn’t undead or a construct, the thorns dig into its target’s flesh and appear to feed—the vine grows green, its leaves become full and vibrant, and colorful, aromatic flowers blossom along its length.
Mace of Smiting (R)
uncommon
DDAL07-06 Fester and Burn
DDAL07-06 Fester and Burn
Show
Notes:
Mace of Smiting
Rare,
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Flavour:
The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.
Orb of the Stein Rune (R,A)
rare
DDAL05-14 Reeducation/Trade Verrin
Trade Log
Show
Notes:
This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is one your person.
Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can’t be petrified.
Earthen Step. You can meld into stone 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 Stone. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the stein 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 orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Gauntlets of Ogre Power (U,A)
uncommon
DDAL05-12 Bad Business in Parnast
DDAL05-12 Bad Business in Parnast
Show
Notes:
Requires Attunement
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.
Flavour: These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.
Ring of Jumping (U,A)
uncommon
DDAL05-10 Giant Diplomacy
DDAL05-10 Giant Diplomacy
Show
Notes:
Requires Attunement
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Flavour: This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away
Brooch of Shielding (U, A)
uncommon
DDAL05-03 Uninvited Guests
DDAL05-03 Uninvited Guests
Show
Notes:
Requires Attunement
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were. A
Velahr’Kerym (Flame Tongue Longsword) (R-A)
rare
DDAL00-02d Echoes of the Weeping War
DDAL00-02d Echoes of the Weeping War
Show
Notes:
Velahr’Kerym (Flame Tongue Longsword)
Weapon (Longsword), rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever i is drawn from its scabbard.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Chultan midwinter candle (of deep) (C) | common | Winter festival | DDAL00-04 Winter's Flame | Show | ||
Notes:
Wondrous item, common |
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Ring of Evasion Ring (R,A) | rare | Trade/Miranda/DDAL-DRW-16 Uprising | Trade Log | Show | ||
Notes:
Ring of Evasion Ring, Rare (Requires Attunement) Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. |
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Driftglobe (U) | uncommon | Trade/CM | Trade Log | Show | ||
Notes:
Wondrous item, uncommon |
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Wand of detection (U) | uncommon | Sokol Keep | DDEX01-02 Secrets of Sokol Keep | Show | ||
Notes:
This wand has 3 Charges. While holding it, you can expend 1 charge as an action to cast the Detect Magic spell from it. The wand regains 1d3 expended Charges daily at dawn. Attributes |
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Atlas of Endless Horizons (R,A) | rare | PO-BK2-02 Some Assembly Required | PO-BK2-02 Some Assembly Required | Show | ||
Notes:
wondrous item, rare (requires attunement by a wizard), , Details: 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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Moon-Touched Longsword (C) | common | PO-BK2-02 Some Assembly Required | PO-BK2-02 Some Assembly Required | Show | ||
Notes:
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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Crystal Scimitar (R,A) | rare | PO-BK2-01 The Thayan Connection | PO-BK2-01 The Thayan Connection | Show | ||
Notes:
This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage. The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt. While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light. |
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Bracers of Defense (R,A) | rare | DRW-14 The City That Should Not Be/trade | Trade Log | Show | ||
Notes:
Name: Scott Powell While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield |
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Staff of the Woodlands (R,A) | rare | DDEP07-01 Peril at the Port, dinosaur pens | DDEP07-01 Peril at the Port | Show | ||
Notes:
Staff, rare (requires attunement by a druid) 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. |
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Wand of Winter (R,A) | rare | DDAL-DRW-12 To Walk the Cold Dark | DDAL-DRW-12 To Walk the Cold Dark | Show | ||
Notes:
Wand of Winter This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake. This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed. Casting Cantrips from Magic Items Spells, including cantrips, cast from a magic item are cast at their lowest possible level unless the item states otherwise. A cantrip’s spell level is always 0, and if cast from an item, it doesn’t improve based on the user’s character level. The wand of winter offers the ability to cast two versions of ray of frost. If ray of frost is cast without expending a charge, it’s the same as if a 1st-level character had cast it. If a charge is expended, it’s as if a 5th-level character had cast it—the damage increases to 2d8, but the spell’s level is still 0. |
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Mantle of Spell Resistance (R,A) | rare | DDAL-DRW-11 Shadows in the Stacks | DDAL-DRW-11 Shadows in the Stacks | Show | ||
Notes:
Mantle of Spell Resistance This cloak is wrought from cloth as dark as a starless night sky. You have advantage on saving throws against spells whileyou wear this cloak. |
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Ring of X-ray vision (R,A) | common | DDAL-DRW-10 Unsafe Harborage | DDAL-DRW-10 Unsafe Harborage | Show | ||
Notes:
Ring of X-ray Vision |
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Staff of the Woodlands (R,A) | rare | DDAL07-08 Putting the Dead to Rest | DDAL07-08 Putting the Dead to Rest | Show | ||
Notes:
Staff, rare (requires attunement by a druid) 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. Flavour |
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Rope of entanglement (R) | rare | DDAL07-07 Rotting Roots | DDAL07-07 Rotting Roots | Show | ||
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. flavour: This rope is fashioned from a 30-foot length of wilted, thorny vine. Upon entangling a creature that isn’t undead or a construct, the thorns dig into its target’s flesh and appear to feed—the vine grows green, its leaves become full and vibrant, and colorful, aromatic flowers blossom along its length. |
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Mace of Smiting (R) | uncommon | DDAL07-06 Fester and Burn | DDAL07-06 Fester and Burn | Show | ||
Notes:
Mace of Smiting You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. Flavour: The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks. |
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Orb of the Stein Rune (R,A) | rare | DDAL05-14 Reeducation/Trade Verrin | Trade Log | Show | ||
Notes:
This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is one your person. Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can’t be petrified. Earthen Step. You can meld into stone 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 Stone. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the stein 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 orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. |
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Gauntlets of Ogre Power (U,A) | uncommon | DDAL05-12 Bad Business in Parnast | DDAL05-12 Bad Business in Parnast | Show | ||
Notes:
Requires Attunement Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. Flavour: These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean. |
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Ring of Jumping (U,A) | uncommon | DDAL05-10 Giant Diplomacy | DDAL05-10 Giant Diplomacy | Show | ||
Notes:
Requires Attunement While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. Flavour: This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away |
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Brooch of Shielding (U, A) | uncommon | DDAL05-03 Uninvited Guests | DDAL05-03 Uninvited Guests | Show | ||
Notes:
Requires Attunement This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were. A |
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Velahr’Kerym (Flame Tongue Longsword) (R-A) | rare | DDAL00-02d Echoes of the Weeping War | DDAL00-02d Echoes of the Weeping War | Show | ||
Notes:
Velahr’Kerym (Flame Tongue Longsword) You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |