Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Belt of Dwarvenkind
rare
DDEX2-4 Mayhem in the Earthspur Mines
Show
Notes:
Requires Attunement
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
+1 Chainmail
uncommon
White Plume Mountain
Show
Longsword +2
rare
White Plume Mountain
Show
Blessing of protection
common
White Plume Mountain
Show
Notes:
AC +1 Saves +1
Shield of the Uven Rune
very_rare
DDAL-DRW04 Foreign Affairs
Show
Notes:
Shield of the Uven Rune
Wondrous item, very rare (requires attunement)
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties:
Winter’s Friend. You are immune to cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.
Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one 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 shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement.
It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
This item is found in Waterdeep: Dungeon of the Mad Mage.
Horn of Silent Alarm
common
DDAL-DRW05: 1B Queen of the Damned
Show
Notes:
This horn has 4 charges. When you use an action to blow
it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn
Staff of Frost
very_rare
DDAL-DRW05 UNCERTAIN SCRUTINY: Diggin Deeper
Show
Notes:
Staff of Frost
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
This staff is made of ice as hard as steel with a frozen skull perched at the head of it.
Cape of the Mountebank
rare
DDAL-DRW05 UNCERTAIN SCRUTINY: Part 3: You Can Check Out but You Can Never Leave
Show
Notes:
Wondrous item, rare
This cape smells faintly of brimstone. While wearing
it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Flames lick all around the edges of this cloak. Both the back and front are emblazoned with the crest of Tiamat.
Necklace of Prayer Beads
rare
DDAL-DRW06 Thimblerigging
Show
Notes:
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace.
Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
1x Blessing Bless
1x Curing Cure Wounds (2nd Level) or lesser Restoration
1x Favor Greater Restoration
1x Wind Walking Wind Walk
Eldritch Staff
very_rare
Trade Log
Show
Notes:
Staff, Very Rare (Requires Attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
Fairy mushroom ring
very_rare
DDAL09-05 Faces of Fortune
Show
Notes:
This delicate ring is shaped
into a circle of miniature red,
blue, white, and purple
mushrooms, and glows with its
own inner light. Whenever a
charge is expended for another
property, a swarm of harmless,
multicolored dragonflies
appear in your space and fly
about for 1 minute. This item
functions as if a ring of shooting
stars (see the Dungeon Master’s
Guide).
Harengon’s freedom
very_rare
DDAL09-05 Faces of Fortune
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).
Stonespeaker Crystal
rare
DDAL-DRW08
Show
Notes:
Stonespeaker Crystal
Wondrous item, rare (requires attunement)
This nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.
The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).
When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
Ring of Fire Resistance
rare
DDHC Tales from the Yawning Portal: Tomb of Horrors
Show
Guardian Greatsword
legendary
DDHC Tales from the Yawning Portal: Tomb of Horrors
Show
Flail+1
common
DDHC Tales from the Yawning Portal: Tomb of Horrors
Show
Spear of backbiting
common
DDHC Tales from the Yawning Portal: Tomb of Horrors
Show
Ring of protection
rare
DDHC Tales from the Yawning Portal: Tomb of Horrors
Show
Bracers of defense
common
DDHC Tales from the Yawning Portal: Tomb of Horrors
Show
ring of psi resistance
common
DDHC Tales from the Yawning Portal: Tomb of Horrors
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Belt of Dwarvenkind | rare | DDEX2-4 Mayhem in the Earthspur Mines | Show | |||
Notes:
Requires Attunement While wearing this belt, you gain the following benefits: • Your Constitution score increases by 2, to a maximum of 20. • You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: • You have advantage on saving throws against poison, and you have resistance against poison damage. • You have darkvision out to a range of 60 feet. • You can speak, read, and write Dwarvish. |
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+1 Chainmail | uncommon | White Plume Mountain | Show | |||
Longsword +2 | rare | White Plume Mountain | Show | |||
Blessing of protection | common | White Plume Mountain | Show | |||
Notes:
AC +1 Saves +1 |
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Shield of the Uven Rune | very_rare | DDAL-DRW04 Foreign Affairs | Show | |||
Notes:
Shield of the Uven Rune This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power. While holding the shield, you benefit from the following properties: Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest. Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one 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 shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. |
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Horn of Silent Alarm | common | DDAL-DRW05: 1B Queen of the Damned | Show | |||
Notes:
This horn has 4 charges. When you use an action to blow |
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Staff of Frost | very_rare | DDAL-DRW05 UNCERTAIN SCRUTINY: Diggin Deeper | Show | |||
Notes:
Staff of Frost You have resistance to cold damage while you hold this staff. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. |
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Cape of the Mountebank | rare | DDAL-DRW05 UNCERTAIN SCRUTINY: Part 3: You Can Check Out but You Can Never Leave | Show | |||
Notes:
Wondrous item, rare This cape smells faintly of brimstone. While wearing |
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Necklace of Prayer Beads | rare | DDAL-DRW06 Thimblerigging | Show | |||
Notes:
Necklace of Prayer Beads This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. 1x Blessing Bless |
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Eldritch Staff | very_rare | Trade Log | Show | |||
Notes:
Staff, Very Rare (Requires Attunement) This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy. Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage. Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage. |
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Fairy mushroom ring | very_rare | DDAL09-05 Faces of Fortune | Show | |||
Notes:
This delicate ring is shaped |
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Harengon’s freedom | very_rare | DDAL09-05 Faces of Fortune | Show | |||
Notes:
The hilt of this shortsword |
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Stonespeaker Crystal | rare | DDAL-DRW08 | Show | |||
Notes:
Stonespeaker Crystal This nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person. The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever. |
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Ring of Fire Resistance | rare | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Guardian Greatsword | legendary | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Flail+1 | common | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Spear of backbiting | common | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Ring of protection | rare | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Bracers of defense | common | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
ring of psi resistance | common | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show |