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.

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.

UC/AT - Dryad´s Cloak (Cloak of Protection) uncommon DDAL00-02 Lost Tales of Myth Drannor - A: The Darwood Webs Show
Notes:

Wondrous Item, uncommon (requires attunement)

This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. You gain a + 1 bonus to AC and saving throws while you wear this cloak.
This item can be found in the Dungeon Master’s Guide

UC - Goggles of Night uncommon DDAL10-01 The Frozen North - Part 4: The Thing Show
Notes:

Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

UC/AT - The Mind Fortress (ring of mind shielding) uncommon CCC-GHC-BK2-06 - Eye of Darkness, Heart of Light Show
Notes:

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item. The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item. However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use. This ite

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.

UC/AT - Cloak of Protection uncommon DDAL06-01 A Thousand Tiny Deaths Show
Notes:

You gain a +1 bonus to AC and saving throws while you wear this cloak. Made of tattered, patched canvas and stitched together with thick, coarse twine; a homelier cloak you’ll likely never see. The only exceptional component of the beastly thing is the saucer-sized black dragon scale that hangs over the wearer’s chest when the cloak is worn. It is glossy and bears the sigil of Nightscale herself.

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.

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 - 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.

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.

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.

UC - Rotsalve uncommon RMH-EP-01 The Grand Masquerade Show
Notes:

Rotsalve
Wondrous item, uncommon

Rotsalve functions as Keoghtom’s ointment which is found in the Dungeon Master’s Guide.

This salve is made of rendered humanoid fat. The putrid scent of the ointment attracts the ire of the undead, and for 1 hour after a creature receives the ointment, attack rolls by undead against that creature are made with advantage.

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 Hit Points, ceases to be Poisoned, and is cured of any disease.

UC - The Night Queen´s eyes (Goggles of Night) + 250gp uncommon CCC-GOC-0102 Cairns of Rot Show
Notes:

The Night Queen´s Eyes

Once belonging to an archfey known as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others´faces as sinister countenances.

While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

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 - Lathai´s saddle (Saddle of the Cavalier) + 10 DT common DDAL00-02F: The Definition of Heroism Show
Notes:

Lathai’s Saddle

Constructed by sea elves and made of hardened
seaweed and lily pads, this item allows the mount to understand you.

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

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.