Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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.”
Tome of understanding
very_rare
Season of Spelljaming rewards
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.
staff of power
common
DDHC Tales from the Yawning Portal: Tomb of Horrors
Show
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.
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.
Spear of backbiting
common
DDHC Tales from the Yawning Portal: Tomb of Horrors
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.
Robe of Stars
very_rare
Season of Spelljaming rewards
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.
ring of psi resistance
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
Ring of Fire Resistance
rare
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.
obsidian steed
common
DDHC Tales from the Yawning Portal: Tomb of Horrors
Show
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
Longsword +2
rare
White Plume Mountain
Show
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
Helm of Brilliance
common
DDHC Tales from the Yawning Portal: Tomb of Horrors
Show
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).
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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.” |
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Tome of understanding | very_rare | Season of Spelljaming rewards | Show | |||
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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staff of power | common | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
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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Spellguard Shield | very_rare | DDEP-DRW02 Wings of Death | Show | |||
Notes:
Spellguard Shield 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. |
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Spear of backbiting | common | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
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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Robe of Stars | very_rare | Season of Spelljaming rewards | 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. |
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ring of psi resistance | 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 | |||
Ring of Fire Resistance | rare | 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. |
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obsidian steed | common | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
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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Longsword +2 | rare | White Plume Mountain | Show | |||
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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Helm of Brilliance | common | DDHC Tales from the Yawning Portal: Tomb of Horrors | Show | |||
Harengon’s freedom | very_rare | DDAL09-05 Faces of Fortune | Show | |||
Notes:
The hilt of this shortsword |