Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Rod of Resurrection
legendary
Trade Log
Show
Notes:
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disapears in a burst of radiance.
Rod of Hellish Flames
very_rare
PS-DC-NOS-01 Githzerai Glitch
Show
Notes:
Rod, very rare (requires attunement by a Spellcaster)
Glowing cinders orbit the flanged head of this black iron rod.
This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:
Hellish Resistance. You have resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
Road of the Pactkeeper +3
very_rare
Trade Log
Show
Notes:
Rod, Very Rare (Requires Attunement by a Warlock)
Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival.
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Ring of Telekenesis
very_rare
Tomb of Horrors
Show
Ring of Protection
rare
Tomb of Horrors
Show
Ring of Fire Resistance
rare
Tomb of Horrors
Show
Ring of Evasion
rare
DDAL-DRW16 Uprising
Show
Notes:
Ring, Rare (Requires Attunement)
Crafted for the Red Wizards, this ring bears their symbol (8 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.
Rapier of the Dark Huntsman ( Rapier of Life Stealing )
rare
Trade Log
Show
Notes:
RAPIER OF THE DARK HUNTSMAN
(RAPIER OF LIFE STEALING)
Weapon, rare (requires attunement)
This matte-black rapier does not reflect light. It radiates a
faint fiendish aura, and turns chill to the touch when
within 30 feet of a good-aligned cleric or paladin. Once
attuned, the wielder often feels hungry, even if they have
just eaten. However, when the life stealing power is used,
the wielder experiences an invigorating euphoria and feels
satiated. The blade glows dully when it has fed.
Plate +3 w/ Guardian
legendary
PS-DC-AUG-01 Celestia has Fallen
Show
Notes:
Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor. Source: DMG.
This plate armor was recovered from the ursine archons that guard the gate to Mount Celestia. It still smells of bear.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Plate +2
very_rare
DDAL05-18 The Mysterious Isle
Show
Periapt of Proof Against Poison
rare
Purchase Log
Show
Notes:
S12A Svc Reward
Periapt of Health
uncommon
Trade Log
Show
Orb of the Stein Rune
rare
DDAL05-14 Reeducation
Show
Notes:
Wondrous item, rare (requires attunement)
This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is one your person.
Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can’t be petrified.
Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.
Gift of Stone. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the stein rune there with your 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 orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Opal of the Ild Rune
rare
DDAL05-14 Reeducation
Show
Notes:
Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half and inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in the radish.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the ild rune there with your 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 opal is destroyed, and the rune appears in red on the chosen item which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain
Show
Notes:
1,11,17,17,18,20
Bless
Curing
Branding Smite
Branding Smite
Branding Smite
Wind Walk
Mace of Terror
rare
Trade Log
Show
Longsword of Vengeance
rare
Tomb of Horrors
Show
Kyrzin's Ooze
very_rare
DDAL-DRW20 The Death of Szass Tam
Show
Notes:
Wondrous item, 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 poison and acid 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 36 (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 allied with the daelkyr (see the Monster Manual for the black pudding’s stat block).
Horn of Valhalla ( Iron )
legendary
Trade Log
Show
Helm of Teleportation
rare
Trade Log
Show
Name ▼ | Rarity | Location | Table | Result | Source | |
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Rod of Resurrection | legendary | Trade Log | Show | |||
Notes:
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disapears in a burst of radiance. |
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Rod of Hellish Flames | very_rare | PS-DC-NOS-01 Githzerai Glitch | Show | |||
Notes:
Rod, very rare (requires attunement by a Spellcaster) Glowing cinders orbit the flanged head of this black iron rod. This rod can be used as an arcane focus. While holding this rod, you gain the following benefits: Hellish Resistance. You have resistance to fire and necrotic damage. Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn. Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn. |
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Road of the Pactkeeper +3 | very_rare | Trade Log | Show | |||
Notes:
Rod, Very Rare (Requires Attunement by a Warlock) |
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Ring of Telekenesis | very_rare | Tomb of Horrors | Show | |||
Ring of Protection | rare | Tomb of Horrors | Show | |||
Ring of Fire Resistance | rare | Tomb of Horrors | Show | |||
Ring of Evasion | rare | DDAL-DRW16 Uprising | Show | |||
Notes:
Ring, Rare (Requires Attunement) Crafted for the Red Wizards, this ring bears their symbol (8 orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword. |
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Rapier of the Dark Huntsman ( Rapier of Life Stealing ) | rare | Trade Log | Show | |||
Notes:
RAPIER OF THE DARK HUNTSMAN |
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Plate +3 w/ Guardian | legendary | PS-DC-AUG-01 Celestia has Fallen | Show | |||
Notes:
Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. Source: DMG. |
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Plate +2 | very_rare | DDAL05-18 The Mysterious Isle | Show | |||
Periapt of Proof Against Poison | rare | Purchase Log | Show | |||
Notes:
S12A Svc Reward |
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Periapt of Health | uncommon | Trade Log | Show | |||
Orb of the Stein Rune | rare | DDAL05-14 Reeducation | Show | |||
Notes:
Wondrous item, rare (requires attunement) This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is one your person. Indomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can’t be petrified. Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest. Gift of Stone. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the stein rune there with your 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 orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. |
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Opal of the Ild Rune | rare | DDAL05-14 Reeducation | Show | |||
Notes:
Wondrous item, rare (requires attunement) This triangular fire opal measures about three inches on each side and is half and inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fire’s Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in the radish. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the ild rune there with your 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 opal is destroyed, and the rune appears in red on the chosen item which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. |
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Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain | Show | |||
Notes:
1,11,17,17,18,20 |
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Mace of Terror | rare | Trade Log | Show | |||
Longsword of Vengeance | rare | Tomb of Horrors | Show | |||
Kyrzin's Ooze | very_rare | DDAL-DRW20 The Death of Szass Tam | Show | |||
Notes:
Wondrous item, 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 poison and acid 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 36 (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 allied with the daelkyr (see the Monster Manual for the black pudding’s stat block). |
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Horn of Valhalla ( Iron ) | legendary | Trade Log | Show | |||
Helm of Teleportation | rare | Trade Log | Show |