Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
obsidian steed common DDHC Tales from the Yawning Portal: Tomb of Horrors Show
Ring of Evasion rare DDAL-DRW-16 Uprising 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.

Ring of Fire Resistance rare DDHC Tales from the Yawning Portal: Tomb of Horrors Show
Ring of protection rare 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
Ring of Regeneration very_rare DDAL-DRW-15 Frozen Whisper Show
Notes:

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.

Robe of Stars very_rare Season of Spelljaming rewards Show
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.

Spear of backbiting common DDHC Tales from the Yawning Portal: Tomb of Horrors Show
Spellguard Shield very_rare DDEP-DRW02 Wings of Death Show
Notes:

Spellguard Shield
Armor (shield), very rare (requires attunement)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

This item is found in the Dungeon Master’s Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.

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.

staff of power common DDHC Tales from the Yawning Portal: Tomb of Horrors Show
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.

Tome of understanding very_rare Season of Spelljaming rewards Show
Woe unique DDAL-DRW-16 Uprising Show
Notes:

Woe

Weapon (Longsword), Unique

This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally.

When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.

You have a +3 bonus to attack and damage rolls made with this magic weapon.

If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit.

Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”