Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Staff of the Magi
legendary
Roll20
Trade Log
Show
Notes:
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 d20. 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), or 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, or 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 × 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 Damage < 10 ft. 8 x the number of charges in the staff 11 to 20 ft. 6 x the number of charges in the staff 21 to 30 ft. 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.
Bowl of Commanding Water Elementals
rare
Trade Log
Show
Notes:
Une fois ce bol rempli d'eau, vous pouvez utiliser une action pour prononcer son mot de commande et convoquer un élémentaire de l'eau comme si vous aviez lancé le sort invocation d'élémentaire. Le bol ne peut être utilisé de nouveau de cette façon avant le prochain lever du soleil.
Il fait environ 30 centimètres de diamètre et la moitié en profondeur, pèse 1,5 kg et peut contenir environ 12 litres.
Fluff : Unremarkable at first glance, this bowl’s metallic blue finish shifts and swirls subtly and slowly when examined. The basin’s command phrase is inscribed in Primordial (Aquan) with glyphs inlaid in silver along its inside lip. Being able to read or understand Primordial is not needed to use the bowl’s magic, as merely focusing on the bowl reveals its command phrase:
From the Plane of Water, I wrench thee.
From the Archomental, I bind thee
Ring of Telekinesis
very_rare
Trade Log
Show
Notes:
Lorsque vous portez cet anneau, vous pouvez lancer le sort télékinésie à volonté, mais vous ne pouvez cibler que des objets qui ne sont pas portés ou transportés.
Gray Robe of the Archmagi
legendary
Trade Log
Show
Notes:
Originally crafted druring the height of Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath's arcane sigil mixed with the sigil of Mystryl.
This elegant garment is made from exquisite cloth gray, and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A gray robe was made for neutral. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment.
You gain these benefits while wearing the robe:
• If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
• You have advantage on Saving Throws against spell and other magical Effects.
• Your spell save DC and spell Attack bonus each increase by 2.
Vorpal Sword (Scimitar)
legendary
DDAL07-16 Pools of Cerulean
Show
Notes:
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.
Cadeau d'Ubtao (Staff of the Magi)
legendary
DDAL07-17 Cauldron of Sapphire
Show
Notes:
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. Though it is crafted of stone, the staff is surprisingly light and easy to use.
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 d20. 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), or 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, or 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 × 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 Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 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.
Mace of Smiting
rare
Trade Log
Show
Notes:
You gain a +1 bonus to attack and damage Rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks .
Arrows +2 x12 (Consommables)
common
DDAL07-17 Cauldron of Sapphire
Show
Figurine merveilleuse (Bronze)
rare
Trade Log
Show
Notes:
Une figurine merveilleuse est une statuette de bête suffisamment petite pour être placée dans une poche. Si vous utilisez une action pour prononcer le mot de commande et lancez la figurine au sol dans un rayon de 18 mètres autour de vous, celle-ci devient une créature vivante. Si l'espace est déjà occupé par une autre créature ou s'il n'y a pas assez d'espace, la figurine ne prend pas la forme d'une créature.
La créature est amicale avec vous et vos compagnons. Elle comprend vos langues et obéit à vos ordres audibles. Si vous ne donnez aucun ordre, la créature se défend mais n'effectue aucune autre action. Se reporter au Manuel des Monstres pour les caractéristiques, sauf pour la mouche géante.
La créature existe pour une durée spécifique à chaque statuette. À la fin de cette durée, la créature reprend la forme de la statuette. Elle reprend la forme de la figurine plus tôt si elle tombe à 0 pv ou si vous utilisez une action pour prononcer le mot de commande tout en la touchant. Quand la créature redevient une statuette, ses propriétés ne peuvent être de nouveau utilisées avant un certain temps, spécifié dans la description de la statuette :
Griffon de bronze (Rare). Cette statuette de bronze représente un griffon rampant. Elle peut devenir un griffon pour une durée maximale de 6 heures. Une fois utilisée, elle ne peut l'être à nouveau avant 5 jours.
Amulet of the Devout +1
uncommon
Objet de renom S11
Show
Notes:
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
The Night Queen’s eyes
uncommon
Service Award s11
Show
Notes:
Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night(see the Dungeon Master’s Guide).
Lathai’sSaddle (Saddle of the cavalier)
uncommon
Service Award s11
Show
Notes:
Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you. This item functions as a saddle of the cavalier (see the Dungeon Master’s Guide).
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Staff of the Magi | legendary | Roll20 | Trade Log | Show | ||
Notes:
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 d20. 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), or web (2 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 × the number of charges in the staff. |
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Bowl of Commanding Water Elementals | rare | Trade Log | Show | |||
Notes:
Une fois ce bol rempli d'eau, vous pouvez utiliser une action pour prononcer son mot de commande et convoquer un élémentaire de l'eau comme si vous aviez lancé le sort invocation d'élémentaire. Le bol ne peut être utilisé de nouveau de cette façon avant le prochain lever du soleil. |
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Ring of Telekinesis | very_rare | Trade Log | Show | |||
Notes:
Lorsque vous portez cet anneau, vous pouvez lancer le sort télékinésie à volonté, mais vous ne pouvez cibler que des objets qui ne sont pas portés ou transportés. |
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Gray Robe of the Archmagi | legendary | Trade Log | Show | |||
Notes:
Originally crafted druring the height of Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath's arcane sigil mixed with the sigil of Mystryl. This elegant garment is made from exquisite cloth gray, and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A gray robe was made for neutral. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment. You gain these benefits while wearing the robe: • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. • You have advantage on Saving Throws against spell and other magical Effects. • Your spell save DC and spell Attack bonus each increase by 2. |
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Vorpal Sword (Scimitar) | legendary | DDAL07-16 Pools of Cerulean | Show | |||
Notes:
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. |
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Cadeau d'Ubtao (Staff of the Magi) | legendary | DDAL07-17 Cauldron of Sapphire | Show | |||
Notes:
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. Though it is crafted of stone, the staff is surprisingly light and easy to use. 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. |
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Mace of Smiting | rare | Trade Log | Show | |||
Notes:
You gain a +1 bonus to attack and damage Rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks . |
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Arrows +2 x12 (Consommables) | common | DDAL07-17 Cauldron of Sapphire | Show | |||
Figurine merveilleuse (Bronze) | rare | Trade Log | Show | |||
Notes:
Une figurine merveilleuse est une statuette de bête suffisamment petite pour être placée dans une poche. Si vous utilisez une action pour prononcer le mot de commande et lancez la figurine au sol dans un rayon de 18 mètres autour de vous, celle-ci devient une créature vivante. Si l'espace est déjà occupé par une autre créature ou s'il n'y a pas assez d'espace, la figurine ne prend pas la forme d'une créature. |
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Amulet of the Devout +1 | uncommon | Objet de renom S11 | Show | |||
Notes:
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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The Night Queen’s eyes | uncommon | Service Award s11 | Show | |||
Notes:
Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances. This item functions as goggles of night(see the Dungeon Master’s Guide). |
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Lathai’sSaddle (Saddle of the cavalier) | uncommon | Service Award s11 | Show | |||
Notes:
Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you. This item functions as a saddle of the cavalier (see the Dungeon Master’s Guide). |