Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
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.
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).
Boon of Luck
common
PS-DC-NOS-01 Githzerai Glitch
Show
Notes:
You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest.
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.
Charm of the Star
common
PS-DC-OG-01 Into the Earth
Show
Notes:
Charm
You can cast Enhance Ability x 3, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). When you cast the spell in this way, it lasts its full duration with no concentration required. Once used three times, the charm vanishes from you.
(Source: BMT, page 62)
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.
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.
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.
Cloak of the Bat
rare
Trade Log
Show
Notes:
This leathery cloak is made of the small, green scales of a pteranodon. When attuned to, the wearer gains a power appetite for fish. This item can be found in the Dungeon Master's Guide
Name | Rarity | Location | Table | Result | Source | |
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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. |
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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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Boon of Luck | common | PS-DC-NOS-01 Githzerai Glitch | Show | |||
Notes:
You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest. |
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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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Charm of the Star | common | PS-DC-OG-01 Into the Earth | Show | |||
Notes:
Charm (Source: BMT, page 62) |
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Rogue's Respite ( Studded Leather Armor +3 ) | legendary | PS-DC-OG-01 Into the Earth | Show | |||
Notes:
‘Rogue’s Respite’ 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. |
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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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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. |
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Cloak of the Bat | rare | Trade Log | Show | |||
Notes:
This leathery cloak is made of the small, green scales of a pteranodon. When attuned to, the wearer gains a power appetite for fish. This item can be found in the Dungeon Master's Guide |