Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Efreeti Chain - L, A legendary The Orrery I 82 DDAL07-15 Streams of Crimson Show
Notes:

Heavy Armor, Major, Legendary (Requires Attunement)
Table I, Tier 3-4, 24 TCP

Armor Class: 16

Weight: 55 lbs.

While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task.

The wearer has disadvantage on Stealth (Dexterity) checks.

If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.

Scarab of Protection legendary DDAL07-18 Turn Back the Endless Night Show
Notes:

Scarab of Protection

Wondrous Item, Major, Legendary (Requires Attunement)
Table I, Tier 3-4, 24 TCP

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

This pin is carved in the likeness of Moa the Jaculi, trickster god of Omu. While you wear this scarab, you are hidden from scrying while you sleep but if you ever tell a lie the scarab becomes unattuned.

L/AT - Staff of the Magi legendary DDAL07-17 Cauldron of Sapphire Show
Notes:

Staff of the Magi

Quarterstaff, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
Table I

Weight: 4 lbs.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

The staff has 50 charges for the following properties.

It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 20, the staff regains 1d12+1 charges.

Spell Absorption:

While holding the staff, you have advantage on saving throws against spells.
In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level.
However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).

Spells:

While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability:

conjure elemental (7 charges)
dispel magic (3 charges)
fireball (7th-level version, 7 charges)
flaming sphere (2 charges)
ice storm (4 charges)
invisibility (2 charges)
knock (2 charges)
lightning bolt (7th-level version, 7 charges)
passwall (5 charges)
plane shift (7 charges)
telekinesis (5 charges)
wall of fire (4 charges)
web (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges:

arcane lock
detect magic
enlarge/reduce
light
mage hand
protection from evil and good.

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.

Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process.

L/AT - Vorpal Scimitar legendary DDAL07-16 Pools of Cerulean Show
Notes:

Vorpal Sword
Weapon (scimitar), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls
made with this magic weapon. In addition, the
weapon ignores resistance to slashing damage.
When you attack a creature that has at least one
head with this weapon and roll a 20 on the attack
roll, you cut off one of the creature's heads. The
creature dies if it can't survive without the lost head.
A creature is immune to this effect if it’s immune to
slashing damage, doesn't have or need a head, has
legendary actions, or the DM decides that the
creature is too big for its head to be cut off with this
weapon. Such a creature instead takes an extra 6d8
slashing damage from the hit.
This blade now hums and vibrates with great
energy, and slices through obstacles with the
greatest of ease. If the sword does not claim the life
of a sentient creature each day, you find that are
easily angered and become frustrated by even the
smallest obstacles. This item can be found in the
Dungeon Master’s Guide.

L/AT - Vorpal Scimitar legendary DDAL07-16 Pools of Cerulean Show
Notes:

Vorpal Sword
Weapon (scimitar), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls
made with this magic weapon. In addition, the
weapon ignores resistance to slashing damage.
When you attack a creature that has at least one
head with this weapon and roll a 20 on the attack
roll, you cut off one of the creature's heads. The
creature dies if it can't survive without the lost head.
A creature is immune to this effect if it’s immune to
slashing damage, doesn't have or need a head, has
legendary actions, or the DM decides that the
creature is too big for its head to be cut off with this
weapon. Such a creature instead takes an extra 6d8
slashing damage from the hit.
This blade now hums and vibrates with great
energy, and slices through obstacles with the
greatest of ease. If the sword does not claim the life
of a sentient creature each day, you find that are
easily angered and become frustrated by even the
smallest obstacles. This item can be found in the
Dungeon Master’s Guide.

L/AT - Efreeti Chain legendary DDAL07-15 Streams of Crimson Show
Notes:

Efreeti Chain. Armor (chain mail), legendary (requires attunement). While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task. This item can be found in the Dungeon Master’s Guide.

L/AT - Efreeti Chain legendary DDAL07-15 Streams of Crimson Show
Notes:

Efreeti Chain. Armor (chain mail), legendary (requires attunement). While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task. This item can be found in the Dungeon Master’s Guide.

VR/AT - Grig fiddle (Anstruth harp) + 30 DT very_rare DDAL10-02 Gnashing Teeth Show
Notes:

This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it
shrinks back down to its original size when not in use.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
* Control Weather
* Cure Wounds (5th level)
* Wall of Thorns

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

R - Hewards Handy Haversack rare DDHC-SKT Storm King’s Thunder Show
Notes:

This Backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The Backpack always weighs 5 pounds regardless of its Contents.

Placing an object in the haversack follows the normal rules for interacting with Objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its Contents are lost forever, although an artifact always turn up again somewhere. If the haversack is turned inside out, its Contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

R/AT - Sprite´s rescue (Ring of Feather Falling) + 20 DT rare DDAL00-02B The Weirding Vats Show
Notes:

A beautiful ring made of gilded sprite wings. When activated, translucent sprite wings sprout from your back.

The ring faintly glows emerald green when a fey creature is within 30 feet of you.

When you fall while wearing this ring, you descend 60 feet per round and take no damage from Falling.

R - Longbow +2 rare DDEX3-7 Herald of the Moon Show
Notes:

This adventure features an item that is no longer acceptable under D&D Adventurers League guidelines, as it deviates from the attunement standards in the DMG. Instead of Shadowsong, this adventure instead unlocks a +2 weapon (longbow or shortbow). This +2 weapon has the sentinel property and glows dimly in the presence of humans.

R/AT - Faerie dragon´s favor (Mantle of Spell Resistance) + 2500 gp rare DDAL06-01 A Thousand Tiny Deaths Show
Notes:

This cloak appears as scintillating faerie dragon winds.

While wearing this cloak, you understand written and spoken Draconic.

You have advantage on Saving Throws against Spells while you wear this cloak.

R - Hag´s clawblade (Vicious Rapier) + 20DT rare DDHC-SKT Storm King’s Thunder Chapter 4 Show
Notes:

This rapier has a malachite blade and bears jagged, claw-like protrusions along its length. Its hilt changes its appearance each dusk, which has no effect on its other properties.

When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.

Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

R/AT - Siren´s caress (Wand of Paralysis) + 20 DT rare DDHC-TOA-10 Ruins of Hisari Show
Notes:

This crystalline wand appears as a spiral-shaped waterspout. When used, a haunting melody is heard emanating from the wand.

This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, Ending the Effect on itself on a success.

The wand 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.

R/AT - The Blink Dog´s Guide to Transversing the Feywild (Atlas of Endless Horizons) + 2500 gp rare CCC-GOC-0103 Winds of Rot Show
Notes:

This small, yellow book is inscribed in silver with the title in Sylvan.

When used, you briefly flicker and the howl of dogs can be heard in the distance.

This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
  • When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
UC - Mariner´s armor (Scale Mail) + 250 gp uncommon DDHC-SKT Storm King’s Thunder Chapter 3 Ende Show
Notes:

Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile.

While wearing the armor, you need half the water normally required to stave of exhaustion.

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

UC - Quiver of the centaurs (Quiver of Ehlonna) + 250 gp uncommon DDHC-SKT Storm King’s Thunder Chapter 3 Ende Show
Notes:

Quiver of the Centaurs

Crafted from the black, chitinous hide of a giant spider with goldleaf etchings of centaur warriors, the quiver gives
you advantage on social interaction checks to improve the attitude of centaurs.

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

UC/AT - Pixie winged boots (Winged Boots) + 10 DT uncommon DDAL07-16 Pools of Cerulean Show
Notes:

These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides.

When in use, the wings flutter and a trail of pixie dust sprinkles from their heels.

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

Amulet of Proof Against Detection and Location uncommon DDAL09-01 Escape from Elturel Part 4: The Liar Show
Notes:

Requires Attunement

While wearing this Amulet, you are hidden from Divination magic. You can't be targeted by such magic or perceived through magical Scrying sensors.

UC/AT - Boots of Striding and Springing uncommon DDHC-LMOP HC - Chapter 4: Waveechocave Show
Notes:

Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing heavy armor. In addition, whenever you jump, you can jump three times the normal distance.