Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Periapt of Health uncommon DM Rewards Show
Nine Lives Stealer Scimitar very_rare Trade Log Show
Notes:

Weapon (scimitar), very rare (requires attunement)

The hilt of this weapon is covered with carved, ancient Rellanic runes that seem to comprise nonsensical words or, possibly, a list of proper names. It has 9 charges.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

CCC-QCC2018-01 Of Gods and Monsters

Love's Bite ( Nine Live's Stealer ) very_rare DDAL07-11 A Lesson in Love Show
Lor'Shon Va'Na'Eel - Rod of Absorption very_rare Trade Log Show
Notes:

Wondrous Item, very rare (requires attunement by a wizard) The Lor’Shon va’Na’eel empathically imparts a
seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod
does not control the owner’s actions but fills their dreams with scorn for others who employ magic
and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around
the wielder’s wrist. This item can be found in the Dungeon Master’s Guide

Kyrzin's Ooze very_rare DDAL-DRW20 The Death of Szass Tam Show
Notes:

Wondrous Item (Symbiont), Very Rare (Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition.Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn
Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line
must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily
end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends as it seeps out of you.
If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding (see the Monster Manual) allied with the Far Realm

Knaves Eyepatch rare DDAL-DRW-EP-04 Show
Notes:

Wondrous Item , Rare (Requires Attunement)

While wearing this eye patch, you gain these benefits:
• You have advantage on Wisdom (Perception) checks that rely on sight.
• If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
• You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.

Ioun Stone of Regeneration legendary Trade Log Show
Notes:

Ioun Stone of Regeneration
Wondrous item, legendary (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distant combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

DDEX3-4 It's All in the Blood

Ioun Stone of Greater Absorption legendary DDAL00-10 Trust and Understanding Show
Horned Ring very_rare DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizard's Tower Show
Helm of the Scavenger legendary DDHC-DMM Dungeon of the Mad Mage Level 23 Mad Wizard's Tower Show
Grey Robes of the Archmagi legendary DDAL00-03 Those That Came Before Show
Notes:

Originally Crafted during the height of the Netherese empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath's arcane sigil

Gray Robes of the Archmagi legendary Trade Log Show
Notes:

Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)

Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good. gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.

You gain these benefits while wearing the robe:

If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
DDAL00-03 Those That Came Before

Goggles of Night uncommon Trade Log Show
Elven Chain rare Trade Log Show
Efreeti Chain legendary Trade Log Show
Notes:

Armor (chain mail), legendary (requires attunement)

While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial.

In addition, you can stand on and walk across molten rock as if it were solid ground. The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task.

This item can be found in the Dungeon Master’s Guide

Clockwork Amulet common CCC-GAD01-03 Caught in Time Show
Notes:

Source: Xanathar's Guide to Everything

Wondrous item, common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Cloak of Arachnida very_rare DDAL-DRW-EP-04 Show
Notes:

Wondrous Item , 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.

Cape of the Mountebank rare Trade Log Show
Boots of Elvenkind uncommon Trade Log Show
Blood Fury Tattoo legendary DDAL-DRW20 The Death of Szass Tam Show
Notes:

Wondrous Item (Tattoo), Legendary (Requires Attunement)
When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.”Produced by a special needle, this magic tattoo evokes fury in its form and colors.
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.
Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this
tattoo is on your skin, you gain the following benefits:
• When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
• When a creature you can see damages you, you can expend a charge and use your reaction to make a melee
attack against that creature, with advantage on your attack roll.

Unlocked Magic Items