Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Arrow-Catching Shield rare DDAL-DRW-EP03 When The Light Went Out In Candlekeep (TIER 3) Show
Bracers of Archery uncommon DDAL-DRW-EP03 When The Light Went Out In Candlekeep (TIER 3) Show
Cloak of Arachnida (w/ Guardian Minor Property) very_rare Trade Log Show
Notes:

Wondrous Item, very rare (requires attunement)

Flavor text: This cloak has been in Avernus for ages and been worn in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

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 across 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.

Notes: Resistance: Poison, Set: Innate Speed (Climbing), Control, Buff, Movement, Warding, Outerwear

Clockwork Amulet common Moonsea CCC-NBDD01-02 Where Can She Be Show
Notes:

Wondrous item, minor tier, common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Cube of Force rare CCC-RPS-03 Fenaria's Gambit Show
Notes:

Wondrous Item, rare (requires attunement)

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
Face Charges Effect
1 1 Gases, wind, and fog can't pass through the barrier.
2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 3 Living matter can't pass through the barrier.
4 4 Spell effects can't pass through the barrier.
5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 0 The barrier deactivates.

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item Charges Lost
Disintegrate 1d12
Horn of blasting 1d10
Passwall 1d6
Prismatic spray 1d20
Wall of fire 1d4

Notes: Control, Warding

Item Tags: Control Warding

Basic Rules, pg. 159

Enduring Spellbook common Trade Log Show
Notes:

Wonderous Item, Common

This spellbook, a long with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.

Hat of Wizardry common DDHC-DoIP: Dragon of Icespire Peak (Dwarven Excavation & Gnomengarde) Show
Notes:

Wondrous item, minor tier, common (requires attunement by a wizard)

This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

Source: XGE, page 137

Helm of Brilliance very_rare Trade Log Show
Notes:

Requires Attunement

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic.

You gain the following benefits while wearing it:

• You can use an action to cast one of the following Spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from The Helm.

• As long as it has at least one Diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage.

• As long as The Helm has at least one ruby, you have Resistance to fire damage.

• As long as The Helm has at least one fire opal, you can use an action and speak a Command Word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or stow the weapon.

Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed.

Ioun Stone of Intellect very_rare DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

 This translucent green stone came from the Far Realm.

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Your Intelligence score increases by 2, to a maximum of 20, while this marbled

Lathai’s Saddle (Saddle of the Cavalier) uncommon Trade Log Show
Miltiades' Shield (Shield +3) very_rare CCC-BMG-13 PHLAN1-1 Sepulture Show
Notes:

This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

Moon-Touched Greatsword common DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet..

Pipe of Smoke Monsters common CCC-RCC-01-05 The Lost City of Tharn Show
Pole of Collapsing common DDHC-DoIP: Dragon of Icespire Peak (Dwarven Excavation & Gnomengarde) Show
Portable Hole rare DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

 The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 is one-way only and can’t be reopened.

Ring of Evasion rare CCC-RCC-01-05 The Lost City of Tharn Show
Notes:

This gold ring is set with a jade hummingbird.

Rod of Security very_rare DDAL00-01 Window to the Past (T3 run) Show
Notes:

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.

Rod of the Pact Keeper +3 very_rare DDAL-DRW-EP03 When The Light Went Out In Candlekeep (TIER 3) Show
Silver Absorbing Tattoo (Harmonious Property) very_rare SJ-DC-ROTU-06 Return of the Unknown II (playtest) Show
Notes:

Wondrous Item (tattoo), very rare (requires attunement)

Staff of Fire very_rare Trade Log Show
Notes:

Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)

You have resistance to fire damage while you hold this staff.

The staff has 10 charges. While holding it, 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: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.

Notes: Resistance: Fire, Druid, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding