Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Spear of Backbiting very_rare Tomb of Horrors Show
Belt of Fire Giant Strength very_rare Trade Log Show
Anstruth Harp very_rare DDAL05-18 The Mysterious Isle Show
Spellguard Shield very_rare CCC-ROZK-0103 Necromancer’s Ascent Show
Notes:

Armor (shield), very rare (requires attunement)

This steel shield is embossed with a longsword wrapped in thorny vines which end in roses in full bloom. The enamel coloring the roses is still vibrant.

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

Greataxe +3 very_rare DDAL05-18 The Mysterious Isle Show
Rod of Security very_rare DDAL00-01 Window to the Past Show
Notes:

Rod, very rare
This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you
and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows
display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24
hours, you and your allies return to the exact location you left though you may choose to leave earlier. A description of this item can be found in the Dungeon Master’s Guide

Sapphire Buckler very_rare DDAL-DRW19 Fall the Cold Night Show
Notes:

Armor (shield), very rare (requires attunement)

This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir.

This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.

Rod of Security very_rare Tomb of Horrors Show
Candle of Invocation very_rare Tomb of Horrors Show
Zephyr Horseshoes very_rare Tomb of Horrors Show
Ring of Telekenesis very_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).

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.

Hand Crossbow +3 very_rare DDAL05-18 The Mysterious Isle Show
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.

Staff of Power very_rare DDAL05-19 The Eye of Xxiphu Show
Tome of Understanding very_rare DDAL05-19 The Eye of Xxiphu Show
Tome of Understanding very_rare Trade Log Show
Dagger +3 very_rare Trade Log Show
Notes:

Flavor: This white dagger has barnacles and silver shells on its handle, and sea-green lines of emerald sea foam curling along the edge of the blade up to a barbed point. While owned, the bearer becomes obsessed with material wealth above all else. Rumors hold that this may have been one of the tips of the original elemental weapon, Drown.

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.

Unlocked Magic Items