Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Ring of Telekenesis very_rare Tomb of Horrors 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.

Belt of Fire Giant Strength very_rare Trade Log Show
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.

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.

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.

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).

Spear of Backbiting very_rare Tomb of Horrors Show
Rod of Security very_rare Tomb of Horrors Show
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.

Defender Scimitar legendary Trade Log Show
Bloodfury Tattoo legendary DDAL-DRW20 The Death of Szass Tam Show
Notes:

Wondrous item (tattoo), legendary (requires attunement)

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.

Deathshield ( Defender Greatsword ) legendary DDAL09-20 Where Devils Fear to Tread Show
Notes:

Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with
this magic weapon.
The first time you attack with the sword on each of your
turns, you can transfer some or all of the sword’s bonus
to your Armor Class, instead of using the bonus on any
attacks that turn. For example, you could reduce the bonus
to your attack and damage rolls to +1 and gain a +2 bonus
to AC. The adjusted bonuses remain in effect until the start
of your next turn, although you must hold the sword to gain
a bonus to AC from it. This item is found in the Dungeon
Master’s Guide.
This defender is a greatsword and is made out of crude
black iron. Inscribed upon the blade in Abyssal is the name
Deathshield

Rogue's Respite ( Studded Leather Armor +3 ) legendary PS-DC-OG-01 Into the Earth Show
Notes:

‘Rogue’s Respite’
Studded Leather +3, with Delver minor property (Armor, Legendary)
Delver: While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

This suit of Studded Leather armor is black in color and made from the underbelly hide of a great black dragon. Unlike dragon scales, it is soft & pliable, allowing it to be formed into leather armor. The studs of the armor are diamonds drawn from the elemental plane of Earth and are enchanted not to gleam, so the wearer’s Stealth is not affected. Diamonds may not be removed, and neither the armor nor the stones will retain magic or have any value if somehow separated from each other.

Szass Tam's Arcane Essence unique DDEP00-01 The Red War Show
Notes:

Epic boon, unique
You have wrested away part of Szass Tam’s essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Master’s Guide under the entry for Boon of High Magic.

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.

Unlocked Magic Items