Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Miltiades' Shield (Shield +3 very_rare Trade Log Show
Staff of Frost very_rare DDAL-DRW-05 Uncertain Scrutiny Show
Purple Wyvernhide Belt (Dragonhide belt, +3 with Guardian Property) very_rare FR-DC-JWEI-PANDORA-06 Episode VI: The Eternals Show
Notes:

Wondrous Item, varies (requires attunement by a Monk)
Flavor
This dragonhide belt is made from the scales of the ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly.

Cape of the Monte Back very_rare DDAL-DRW-05 Uncertain Scrutiny Show
Ring of Telekinesis very_rare DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) Show
Frost Brand Glaive very_rare DDHC-DD-08 Shivering Death Show
Rod of Hellish Flames (Sentinel Elementals) very_rare FR-DC-ELEMENT-DEATH Everything Changed Show
Ghost Step Tattoo (Harmonious Property) very_rare SJ-DC-ROTU-04 Chapter 4: Declaration of War Show
Notes:

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

Absorbing Tattoo (White) (Harmonious Property) very_rare SJ-DC-ROTU-03 Hubris of the Gods Show
Notes:

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

Produced by a special needle, this magic tattoo features designs that emphasize one color.

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.

Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.
Absorbing Tattoo
d10 Damage Type Color
1 Acid Green
2 Cold Blue
3 Fire Red
4 Force White
5 Lightning Yellow
6 Necrotic Black
7 Poison Violet
8 Psychic Silver
9 Radiant Gold
10 Thunder Orange

Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.

Twilight's Circlet (Watchful Helm with minor Language property) very_rare SJ-DC-PHP-POLAR-01 Folly Undone Show
Bow of Melodies Longbow very_rare Trade Log Show
Notes:

Weapon (any bow), very rare (requires attunement)

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.

Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.

Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.

Balagos' Belt (Dragonhide Belt +3) very_rare FR-DC-BG The Flying Flame Show
Notes:

Wondrous item, very rare (requires attunement by a monk)

This crimson belt has the appearance of a knight's sash. It is made from the hide of Balagos' wing.

Harmonious. Attuning to this item takes only 1 minute.

Instrument of the Bards (Anstruth Harp) very_rare DDAL-DRW-18 Against the Machine Show
Notes:

Wondrous Item, Very Rare (Requires Attunement by a Bard)
The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.

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. 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 the following spells: control weather, cure wounds (5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. 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.

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.

Axin’s Bloodrider Helm (Watchful Helm) very_rare BMG-MOON-MD-07 Cauldron of Doom Show
Notes:

Fashioned from blackened metal, this warrior’s helm completely covers the forehead and makes the wearer’s eyes glow red. The interior is lined with patches of skin from sacrificed Northlander warriors. The helm smells of blood and fire to a distance of 10 feet.

Blade of Medusa (Longsword) very_rare staff of thunder and lightning Trade Log Show
Defender (Rapier) legendary DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Wave (Trident +3) legendary DDHC-TYP-White Plume Mountain Show
Woe (Longsword +3) unique DDAL-DRW-16 Uprising Show
Notes:

Woe
Weapon (Longsword), Unique
This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally. When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.

You have a +3 bonus to attack and damage rolls made with this magic weapon.

If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”

Discord unique DDAL-DRW-15 Frozen Whispers Show
Notes:

Discord (Armor (Plate), Unique)

Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.

While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.

If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.