Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
cape of the mounterbank rare DDHC-TYP Tales from the Yawning Portal Show
Morningstar +2 rare DDHC-TYP Tales from the Yawning Portal Show
Arrow Catching Shield rare DDHC-TYP Tales from the Yawning Portal Show
Longsword +2 rare DDHC-TYP Tales from the Yawning Portal Show
Armor of vulnerability (Slashing) rare DDHC-TYP Tales from the Yawning Portal Show
Iron Bands of Billaro rare DDHC-TYP Tales from the Yawning Portal Show
+2 Dagger rare DDHC-TYP Tales from the Yawning Portal Show
Manuel of Bodily Health very_rare CCC-QCC2017 Delusions of Grandeur Show
Notes:

Manual of Bodily Health
Wondrous Item, very rare

This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.

Candle of Invocation very_rare DDEP06-03 Hecatomb Show
Notes:

Candle of Invocation
Wondrous Item, Major, Very Rare (Requires Attunement)
Table H

This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. Choose an alignment and a deity from the Adventurers League allowed resources.

The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.

Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

Ring of Shooting Stars very_rare DDEP05-02 The Ark of the Mountains Show
Notes:

Ring, very rare (requires attunement outdoors at night)

This ring appears to be made of pure light with motes of twinkling radiance dancing around within. When used, rainbow-colored sparks dance around the wearer’s hand. This item can be found in the Dungeon Master’s Guide.

While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Daphnaie Armor (Hide) very_rare Season of the Fey: service Rewards Show
Notes:

This armor is made of pliant
material from worn, laurel tree
bark with stylized carvings of
dancing dryads burnt into it.
Small bits of green moss
accentuate the wood, allowing
the wearer to gain advantage
on Dexterity (Stealth) checks
when in a forest. This item
functions as +3 armor (hide)
(see the Dungeon Master’s
Guide).

Grig Fiddle very_rare Season of the Fey: service Rewards Show
Notes:

This two-inch fiddle is
constructed of gilded wood,
with strings made of silver
unicorn hair. When held, the
fiddle resizes appropriately
for its wielder, though it
shrinks back down to its
original size when not in
use. This item functions as a
instrument of the bards
(anstruth harp) (see the
Dungeon Master’s Guide).

Bronze Horn of Valhalla very_rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

ivory-covered bronze horn of Valhalla

Animated Shield very_rare DDEP05-02 The Ark of the Mountains Show
Notes:

Armor (shield), very rare (requires attunement)

The enormous shield is etched with images of Annam the All-Father holding court over the gods of the “lesser races”. While you’re attuned to the shield, you cannot tell lies. This item can be found in the Dungeon Master’s Guide.

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Half Plate +2 very_rare DDHC-TYP Tales from the Yawning Portal Show
Tome of Clear Thought very_rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Tome of Clear Thought
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.

Harengon’s Freedom very_rare Season of the Fey: service Rewards Show
Notes:

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).

Frostbrand Greatsword very_rare DDHC-TYP Tales from the Yawning Portal Show
Naerth’s Planar Compass very_rare Season of the Fey: service Rewards 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).

Ring of Shooting Stars very_rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.