Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
VR/AT - Cloak of Arachnidia rare DDHC-TOA-10 Ruins of Hisari Show
Notes:

Wondrous item, very rare (requires attunement)

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
• You have Resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and acroos vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can´t be caught in webs of any sort and can move through webs as if they were Difficult Terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can´t be used again until the next dawn.

Ring of Swimming uncommon DDAL05-6 Beneath the Fetid Chelimber Show
Notes:

The ring gives its wearer a swimming speed of 40 feet. This item can be found in the Dungeon Master’s Guide. This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing.

R/AT - Gem of Seeing + 20 DT rare Tier 2 Service Rewards - Season 11B Assign Service Reward Show
Notes:

Wondrous item, rare (requires attunement)

This gem has 3 Charges. As an action, you can speak the gem’s Command word and expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended Charges daily at dawn.

R/AT - Dragon Wing Longbow + 20 DT rare Tier 2 Service Rewards - Season 11B Assign Service Reward Show
Notes:

Dragon Wing Bow

Weapon (Longbow), rare (requires attunement)

The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic Dragon's Breath.

When you hit with an Attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow — Force.

If you load no Ammunition in the weapon, it produces its own, automatically creating one piece of magic Ammunition when you pull back the string. The Ammunition created by the bow vanishes the instant after it hits or misses a target.

VR/AT - Sapphire Buckler + 30 Downtime Days very_rare Tier 3 Service Rewards - Season 11B Assign Service Reward Show
Notes:

Sapphire Buckler
Armor (shield), very rare (requires attunement)

This crystalline blue Shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the Influence of Aberrations. While wielding the Shield, you have Resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your Reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the Shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the Shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.

VR/AT - Dragon Scale Mail (Gold) + 30 Downtime Days very_rare Tier 3 Service Rewards - Season 11B Assign Service Reward Show
Notes:

Dragon Scale Mail (Gold)
Armor (scale mail), very rare (requires attunement)

Dragon Scale Mail is made of the scales of one kind of Dragon. Sometimes Dragons collect their cast-off scales and gift them to Humanoids. Other times, hunters carefully skin and preserve the hide of a dead Dragon. In either case, Dragon Scale Mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on Saving Throws against the Frightful Presence and breath Weapons of Dragons, and you have Resistance to one damage type that is determined by the kind of Dragon that provided the scales (see the table).

Additionally, you can focus your Senses as an action to magically discern the distance and direction to the closest Dragon within 30 miles of you that is of the same type as the armor. This Special action can’t be used again until the next dawn.

VR - Tome of Clear Thougts + 30 Downtime Days very_rare Tier 3 Service Rewards - Season 11B Assign Service Reward Show
Notes:

Tome of Clear Thought
Wondrous item, very rare

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.

VR/AT - Kyrzin’s Ooze very_rare DRW 20 Assign Service Rewards Show
Notes:

Kyrzin’s Ooze
Wondrous Item (Symbiont), 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 acid and poison 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 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 (see the Monster Manual) allied with the Far Realm.

L/AT - Blood Fury Tattoo legendary DRW 20 Assign Service Rewards Show
Notes:

Blood Fury Tattoo
Wondrous Item (Tattoo), Legendary (Requires Attunement)

When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” 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.

VR - Sling +3 very_rare DDAL05-18 (Player's Choice) Assign Service Rewards Show
Notes:

Sling +3
Weapon (sling), very rare

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