Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Rod of Hellish Flames very_rare FR-DC-LIN5 The Pale Bull Show
Notes:

Rod of Abyssal Flames
Made of infernal metal, this staff has likely been coorupted by the abyss a long time ago. The abyssal influence has twisted its shape, spreading open the top like a blooming flower, in which pulsates a malevolent glow like a beating heart. Despite the corruption of its shape, this staff has lost none of its potential for destruction.

Krahharuan Fork (Pike+3) very_rare DDAL07-10 Fire Ash and Ruin Show
Notes:

Weapon (pike), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Forged of black, pitted iron, the haft of this double-tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze. This item can be found in the Dungeon Master’s Guide.

Staff of Striking very_rare DDAL07-12 In search of secrets Show
Notes:

This staff can be wielded as a magic quarterstaff that grants a + 3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra ld6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. This item can be found in the Dungeon Master’s Guide.

This staff appears wholly unexceptional. The wood haft is gnarled and irregular, and the thin strip of leather wrapped around its midpoint is frayed and cracked. When rapidly spun in the hands of a skilled user, the staff creates a buzzing drone audible to all within 100 feet. If spun for more than a few moments, the drone turns into a sonorous, chanted prayer to Ubtao.)

Bitter Wrath very_rare Trade Log Show
Notes:

Weapon (rapier), very rare (requires attunement)

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away.

Skeggöx (+3 Battleaxe) very_rare DDAL05-9 Durlag’s Tomb Show
Notes:

Weapon (battleaxe), very rare

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This item can be found in the Dungeon Master’s Guide.

This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again until the following dawn.

Spellguard Shield very_rare Trade Log Show
Ghost Step Tattoo very_rare Trade Log Show
Notes:

Wondrous item (tattoo), very rare (requires attunement)

Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can't be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

Scimitar +3 very_rare DDHC-TOA-10 Ruins of Hisari Show
Cloak of Arachnida very_rare DDHC-TOA-10 Ruins of Hisari Show
Notes:

Very Rare, Requires Attunement

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

• You have Resistance to poison damage.

• You have a climbing speed equal to your walking speed.

• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

• You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.

• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.

Dagger of Venom rare DDAL05-17 Hartkiller’s Horn Show
Notes:

Weapon (dagger), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue

Hellrider's badge rare DDEP09-02 Hellfire Requiem Show
Notes:

requires attunement by someone designated by Duke Ulder Ravengard :

This badge marks you as a lieutenant in the Hellriders. It's also a holy symbol of Torm. While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard.

Mace of Smiting rare DDAL08-07 Into the Dark Show
Cloak of the Bat rare DDEX1-8 Tales TreesTell Trade Log Show
Notes:

Requires Attunement

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or Darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or Darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or Darkness, you can use your action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Masse of smiting rare DDAL07-06 Fester and Burn Show
Notes:

Weapon (mace), 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 an extra 14 bludgeoning damage if it's a construct.

If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

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.

Flame Tongue (Any Sword) rare DDHC-TOA-10 Ruins of Hisari Show
Notes:

Weapon (any sword), rare (requires attunement)

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.

Prospector's Chronoglass (Periapt of Proof Against Poison) rare CCC-GAD01-03 Caught in Time Show
Notes:

Wondrous item, rare

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage.

This clockwork wristband consists of a hexagonal prism containing three miniature hourglass shaped needles. The emerald hourglass functions as a Periapt of Proof against Poison. The black sapphire hourglass acts as a timepiece. The moonstone hourglass allows its bearer, while underground, to sense their depths below the surface and the direction to the nearest staircase, ramp, or other path leading upward. This item can be found in Appendix 13.

Hat of Desguise uncommon DDAL08-03 Dock Ward Double Cross Show
Goggles of Night uncommon DDAL08-02 Beneath the City of theDead Show
Armor of Adamantine uncommon DDHC-TOA-10 Ruins of Hisari Show
Notes:

Armor (medium or heavy, but not hide), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence.

While you're wearing it, any critical hit against you becomes a normal hit.

Longbow Ild Rune uncommon Trade Log Show