Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wave legendary Trade Log Show
Notes:

Wave
Aeon (Nemo) Other: Magic Item
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)

Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.

Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.

Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.

Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.

Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.

Wand of Fear - R-AT rare Trade Log Show
Notes:

Wand of Fear - R-AT
Rare
Rare Requires Attunement This wand has 7 Charges for the following properties. It regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Command: While holding the wand, you can use an action to expend 1 charge and Command another creature to flee or grovel, as with the Command spell (save DC 15). Cone of Fear: While holding the wand, you can use an action to expend 2 Charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the Effect on itself on a success.

VR - Tome of Understanding very_rare Trade Log Show
Notes:

This book contains intuition and Insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

VR - Greatsword +3 very_rare Trade Log Show
Notes:

You have a +3 bonus to Attack and Damage Rolls made with this weapon.

This greatsword's blade is fashioned from obsidian. Carved into it are dwarven battle chants. It smolders and radiates heat whenever it strikes a giant.

Tome of Clear Thoughts very_rare Trade Log Show
Notes:

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Staff of Power - VR/AT very_rare Trade Log Show
Notes:

Staff of Power Requires Attunement by a Sorcerer, Warlock, or Wizard This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack Rolls. The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other Properties. On a 20, the staff regain 1d8 + 2 Charges. Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it. You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Rod of Security - VR very_rare DDAL00-01 Window to the Past Show
Notes:

Rod, very rare

Table H

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.

Holy Symbol of Kyuss (Talisman of Ultimate Evil) - L - AT legendary Trade Log Show
Notes:

Holy Symbol of Kyuss (Talisman of Ultimate Evil) - L - AT
Legendary
Legendary Holy Symbol of Kyuss (Talisman of Ultimate Evil) Wondrous item, legendary (requires attunement by a creature of evil alignment) This platinum disc has the holy symbol of Kyuss on its face: a skull with intertwined worms emerging from the eyes, nose, and mouth. The worms appear to move ever so slightly. This item symbolizes unrepentant evil. While in possession of this item, you must spend 5 downtime days between every adventure in meditation, lest your soul and body be consumed by Kyuss; if you are consumed, you are immediately and permanently retired from D&D Adventurers League play. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

Dagger of Blindsight rare Trade Log Show
Notes:

Weapon (dagger), rare This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.

Belt of Storm Giant Strength - L, AT legendary DDAL06-03 Crypt of the Death Giants Show
Notes:

Wonderous Item, Legendary

While wearing this belt, your Strength score changes to a score granted by the belt (29). If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area.
This item can be found in the Dungeon Masters Guide.