Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Adamantine Plate Armor uncommon DDAL00-01 Window to the Past Show
Notes:

Armor (any metal), uncommon
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection. A description of this item can be found in the Dungeon Master’s Guide

Anstruth Harp very_rare DDAL05-18 The Mysterious Isle Show
Ascendant Gem Dragon-Touched Focus legendary DDAL-DRW19 Fall the Cold Night Show
Notes:

Wondrous item, legendary (requires attunement by a spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power.

You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.

While you are holding an Ascendant focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Ascendant. An asterisk indicates a new spell that appears in this book.

Gem. Rary's telepathic bond, Raulothim's psychic lance

In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can't be used again until the next dawn.

Bag of Holding common Trade Log Show
Belt of Fire Giant Strength very_rare Trade Log Show
Berserker Handaxe rare Tomb of Horrors Show
Blessing of Protection common DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain 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.

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.

Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal : Chapter 4 White Plume Mountain Show
Bracers of Archery uncommon Trade Log Show
Bracers of Archery uncommon Trade Log Show
Candle of Invocation very_rare Tomb of Horrors Show
Chain Mail +1 rare Trade Log Show
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)

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

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.

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

Defender Scimitar legendary Trade Log Show
Driftglobe uncommon DDAL04-10 The Artifact Show
Notes:

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Unlocked Magic Items